Necromancer (WoW 5e)

by Iriazi

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A Life of Consequences

Necromancers don't have the best history with people. Until recently, they were thralls of the Lich King. They waged war against the living until the Knights of the Ebon Hold managed to sever the link the Death Knights and Necromancers had to Arthas. Since then, they have wondered the lands, attempting to fit back into a society that often views them as heretical and terrifying.

Creating a Necromancer

The most important thing to consider when creating a necromancer are the reasons you became a necromancer. Were you driven to the edge when someone you love was killed or did an oppressive government lead to your seeking rebellion? Either way, a necromancer is often misunderstood by those around them. Necromancers must usually hide their abilities to avoid persecution.

Undead Minions

Necromancers exert control over undead creatures. Unlike hordes of wild undead, the undead controlled by a necromancer act as one unit, often running or shambling to each other’s aid when a member of the horde is injured or destroyed.

Quick Build

You can make a Necromancer quickly by following these suggestions. First, make Intelligence your highest ability score, followed by Constitution, and Strength or Dexterity after that if you plan on taking the Reaper Archetype. Second, choose the Sage background.

Class Features

As a Necromancer, you gain the following class features

Hit Points


  • Hit Die: 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 1st

Proficiencies


  • Armor: No armor
  • Weapons: Simple weapons
  • Tools: Embalming tools

  • Saving Throws: Constitution, Intelligence
  • Skills: Choose two from Arcana, Deception, History, Insight, Intimidation, Medicine, Persuasion, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Darkened robes and two daggers or (b) a light crossbow, simple clothes and 20 bolts
  • (a) An arcane focus and embalming tools
  • (a) a dungeoneer’s pack or (b) a scholar’s pack

Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.

Necromancer
Level Proficiency Bonus Features Corruption Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Unholy Presence, Arise and Obey 3 2 2
2nd +2 Font of Corruption, Necromantic Initiation 2 3 3 3
3rd +2 Profane Power 3 3 4 4 2
4th +2 Ability Score Improvement 4 4 5 4 3
5th +3 Empowered Undead 5 4 6 4 3 2
6th +3 Initiation Feature 6 4 7 4 3 3
7th +3 7 4 8 4 3 3 1
8th +3 Ability Score Improvement 8 4 9 4 3 3 2
9th +4 9 4 10 4 3 3 3 1
10th +4 Initiation Feature, Profane Power 10 5 11 4 3 3 3 2
11th +4 Unholy Restoration 11 5 12 4 3 3 3 2 1
12th +4 Ability Score Improvement 12 5 12 4 3 3 3 2 1
13th +5 13 5 13 4 3 3 3 2 1 1
14th +5 Initiation Feature 14 5 13 4 3 3 3 2 1 1
15th +5 15 5 14 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 16 5 14 4 3 3 3 2 1 1 1
17th +6 Profane Power 17 6 15 4 3 3 3 2 1 1 1 1
18th +6 Unholy Restoration Improvement 18 6 15 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 19 6 15 4 3 3 3 3 2 1 1 1
20th +6 All Will Serve 20 6 15 4 3 3 3 3 2 2 1 1

Spellcasting

You we touched by profane magic, which brought you into the services of the Lich King. His control over you has been broken, but a small sliver of his power remains within you. See Spells Rules for the general rules of spellcasting and the Spells Listing at the end of the class description for the necromancer spell list.

Cantrips

At 1st level, you know three cantrips of your choice from the necromancer spell list. You learn additional necromancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the necromancer table.

Spell Slots

The necromancer table shows how many spell slots you have to cast your necromancer spells of 1st level and higher. To cast one of these necromancer 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.

For example, if you know the 1st-level spell inflict wounds and have a 1st-level and a 2nd-level spell slot available, you can cast inflict wounds using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the necromancer spell list.

The Spells Known column of the necromancer table shows when you learn more necromancer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the necromancer spells you know and replace it with another spell from the necromancer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your necromancer spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a necromancer spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier = your proficiency bonus +

your Intelligence modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your necromancer spells.

Unholy Presence

Beginning at 1st level, you have undergone a horrifying transformation into the creature you are today. You are undead. You do not need food, water, or sleep. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear dead, but it doesn't render you unconscious. While in this state, you can see and hear as normal.

Arise and Obey

Starting at 1st level you may use your own life force to animate recently slain corpses and control the undead. Using your action, you may touch a creature that has died in the last minute and raise it as an undead creature under your control. You must spend an hour raising a creature if it has been dead for longer than one minute.

You may also attempt to bind a wild undead creature. As an action, an undead creature you can see within 30ft of you must make a Charisma saving throw against your Spell Save DC. If it fails, the creature is brought under your control indefinitely; if it succeeds, you cannot use this feature on it again for the next 24 hours. You cannot bind a creature that has an Intelligence of 8 or higher, or that is already controlled by someone, or something else.

When you successfully gain control of an undead creature using this feature, your current and maximum hit points are reduced by an amount equal to twice the creature's CR (minimum of one). As long as the undead creature is under your control, this reduction to your hit point maximum cannot be restored by any means.

You may control one undead creature using this feature. You are able to control one additional creature using this feature at 5th level, and you can control a third at 11th level.

You may only control undead creatures using this feature that have a CR of up to 1\2. At 5th level, this raises to a CR of up to 1. At 11th level, you can control creatures with CR of up to 2.

You may direct the actions of any amount undead creatures under your control and that you can see as an action on your turn, and they will attempt to execute your last orders to the best of their ability. You also innately know the general direction and distance of all your undead minions. You can maintain control of your minions as long as they are within 1 mile of you. If they leave this 1 mile radius, they leave your control and act as a wild undead creature.

If you want to raise a creature as its undead variant, it is recommended to use the Undead Creature Creation sidebar at the end of this document to represent the creature's changes after becoming undead.

Necromantic Initiation

Beginning at 2nd level, you choose a Necromantic Initiation: Death's Hand, Overlord, or Reaper. All detailed information is at the end of the class description. Your choice grants you features at 2nd level, and again at 6th, 10th, and 14th level.

Font of Corruption

Additionally at 2nd level, you are able to tap into a well of dark power within yourself to perform profane miracles. This font of power is represented as corruption points, which allow you to create a variety of magical effects.

Corruption Points

You have 2 corruption points, and you gain more as you reach higher levels, as shown in the Corruption column of the Necromancer table. You regain all spent corruption points when you finish a long rest.

Heretical Prayer

You can use your corruption to gain additional spell slots, or sacrifice spell slots to gain additional corruption points. You learn other ways to use your corruption points when you reach higher levels.

Creating Spell Slots. You can transform unexpended corruption points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating spell slots of a given level. You can create spell slots no higher in level than 5th.

Creating Spell Slots
Spell Slot Level Corruption Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7

Converting a Spell Slot to Corruption Points. As a bonus action, you can expend one spell slot and gain a number of corruption points equal to the slot's level.

Profane Power

At 3rd level, you are able to tap into your corruption and manifest powerful magical effects. You gain two of the following Profane Power options of your choice. You gain another one at 10th and 17th level.

Death's Reach

When you cast a necromancy cantrip that normally targets only one creature, you can expend 2 corruption points and cause the spell to instead target two creatures within range and within 5 feet of each other.

Debilitating Shadows

As a bonus action, you expend 1 corruption point and wreathe a creature you can see within 60 feet in pain. The target must succeed on a Constitution saving throw or have disadvantage on all attack rolls until the end of its next turn.

Grim Harvest

Whenever you kill a creature with a necromancy spell of 1st level or higher, you can use your reaction and expend a number of corruption points up to your Intelligence modifier (minimum of one). You regain hit points equal to the spells level + 1d4 for each corruption point spent.

Gruesome Mending

Whenever you regain hit points from a spell of 1st level or higher, you can use your reaction and expend 1 corruption point to cause an undead creature you can see within 10 feet of you to recover hit points equal to your Intelligence modifier.

Necrotic Carapace

As a bonus action, you can expend 2 corruption points and give yourself or an undead creatures you control within 10 feet temporary hit point equal to half your necromancer level + your Intelligence modifier.

Terrifying Visage

When you are hit by a melee attack, you can spend 1 corruption point as a reaction and force the creature to succeed on a Wisdom saving throw or be frightened of you until the start of your next turn.

Touch of the Grave

When you roll damage for a necromancer spell, you can spend 1 corruption point to reroll a number of damage dice up to your Intelligence modifier (minimum of one). You must use the new rolls for those dice.

Unholy Grasp

As an action, you can expend 2 corruption points and flood a creature's mind with horrifying screams. One creature you can see within 30 feet must succeed on a Wisdom saving throw or be incapacitated until the end of its next turn.

Will of the Necropolis

If you are forced to make a concentration check, you can expend 1 corruption point and add your Intelligence modifier to the roll.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Empowered Undead

Beginning at 5th level, you are able to empower undead creatures under your control. You learn the animate dead spell. This does not count against your known spells. When you cast animate dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate.

Additionally, undead creatures under your control gain the following benefits:

  • They have an increase to their maximum hit points equal to your necromancer level.
  • They add your proficiency bonus to their attack rolls and saving throws.
  • Their attacks count as magical for the purposes of overcoming resistances.

Unholy Restoration

At 11th level, you are able to replenish some of your unholy power when you rest. You regain 1d4+1 corruption points whenever you finish a short rest. This feature gains additional benefits at 18th level.

Unholy Restoration Improvement

At 18th level, you are now able to regain 1d6+2 corruption points whenever you finish a short rest. Additionally, whenever you roll initiative and have 0 corruption points, you gain corruption points equal to your Intelligence modifier.

All Will Serve

At 20th level, you are able to empower your necromantic magics. Whenever you create undead creatures with a spell of 1st level or higher, you can expend a number of corruption points equal to 5 + the spell's level to double the amount of creatures that the spell creates.



Undead Creature Creation

When creating an undead variant of a creature, follow these guidelines. The creature keeps its ability scores, skill and saving throw proficiencies. It loses any special abilities it had in life that cannot reasonably be used in undeath. It loses multiattack if it had it. And it gains Undead Fortitude with a DC equal to 5 + the damage taken if it is a zombie, or it gains resistance to piercing damage and vulnerability to bludgeoning damage if it is a skeleton.

Death's Hand

Death's Hand necromancers were once the high sorcerers of the scourge. Powerful spellcasters, able to bend magic and undeath to their will.

Death's Hand Features
Class Level Feature
2nd Initiation Spells, Dark Lore, Bone Spear
6th Rapid Ossification
10th Shared Suffering
14th Death's Embrace

Initiation Spells

You learn additional spells when you reach certain levels in this class, as shown on the Initiation Spells table. Each of these spells counts as a necromancer spell for you, but it doesn't count against the number of necromancer spells you know.

Whenever you gain a necromancer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a spell from the necromancer spell list.

Initiation Spells
Class Level Spells
2nd Chill Touch
3rd Nystul's Magic Aura, Spiritual Weapon
5th Bestow Curse, Fear
7th Amplify or Dampen Magic✦, Rend Shadows✦
9th Deathwyrm's Fury✦, Shadow Crash✦

Dark Lore

Beginning when you choose this Initiation at 2nd level, you have bolstered your knowledge of all things unholy. You gain proficiency in your choice of Arcana, History, or Religion. Additionally, whenever you make an Intelligence based ability check to recall information about necromantic spells, rituals, or studies you can double your proficiency bonus if it would be added to the check.

Bone Spear

Additionally at 2nd level, you are able to use the dead to inflict grievous wounds. As an action, you can use your dark magic to tear the bones out of an undead creature you control, or a corpse you can see within 20 feet of you and make a jagged spear. If you choose an undead creature under your control, their hit points are reduced to 0.

Make a ranged spell attack against a creature you can see within 30 feet of the undead creature or corpse. On a hit, the target takes piercing damage equal to 2d10 + your necromancer level.

You can use this feature a number of times equal to your proficiency bonus and regain expended uses of it when you finish a long rest.

Rapid Ossification

At 6th level, you are able to quickly form skeletal armor to protect yourself from harm. Whenever you take damage, you can use your reaction and expend up to 2 corruption points. Roll 1d4 per corruption point spent and reduce the triggering damage by that much.

Once you reach 14th level in this class, you can instead roll 1d6 per corruption point spent on this feature.

Shared Suffering

Starting at 10th level, you are able to share some of your pain with your enemies. As a bonus action, you can cause a crackling cord of negative energy to tether you to a creature you can see within 30 feet. Whenever you take damage, the target must make a Constitution saving throw. On a failed save, you take half the damage (rounded down), and the target takes the remaining damage. This tether lasts until the start of your next turn.

Once you use this feature, you can't use it again until you finish a short or long rest unless you expend a spell slot of 3rd level or higher to use it again.

Death's Embrace

At 14th level, you are able to to twist the magic of your spells to inflict even greater levels of suffering. Whenever you cast a necromancy spell of 1st through 5th level that targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other.

Overlord

Overlords are powerful necromancers that assert their will over powerful undead creatures. Often the commanders of undead armies, they are seen wading into battle surrounded by a fearsome menagerie of creatures.

Overlord Features
Class Level Feature
2nd Initiation Spells, Unrelenting Servants
6th Strength Through Numbers
10th Unholy Frenzy
14th Summon Golem

Initiation Spells

You learn additional spells when you reach certain levels in this class, as shown on the Initiation Spells table. Each of these spells counts as a necromancer spell for you, but it doesn't count against the number of necromancer spells you know.

Whenever you gain a necromancer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a spell from the necromancer spell list.

Initiation Spells
Class Level Spells
2nd Diabolism✦
3rd Aid, Pass Without Trace
5th Mantle of the Fallen Crusader✦, Summon Undead
7th Conjure Undead✦, Find Greater Steed (undead)
9th Army of the Dead✦, Circle of Power

Unrelenting Servants

Starting at 2nd level, you are able to assert your will over even stronger undead creatures. You can control one additional creature with your Arise and Obey feature. Additionally, undead creatures you control through your Arise and Obey feature can now be up to CR 1. At 5th level, this increases to CR 2, and CR 3 at 11th level. Additionally, you can now command undead creatures under your control using your bonus action.

Strength Through Numbers

At 6th level, you are able to bolster your defenses through your necromantic bond to your undead servants. You gain a +1 bonus to saving throws you make for every undead creature you control within 10 feet of you.

Additionally, if you or an undead creature under your control are subjected to an effect that allows you to make a Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Unholy Frenzy

Beginning at 10th level, you are able to cause your undead minions to enter a rage. As an action, you can cause an undead creature under your control to enter a frenzy for a number of rounds equal to your Intelligence modifier. For the duration, the creature gains the following benefits:

  • When it takes the attack action, it can make one additional attack.
  • It's attacks deal an additional 1d6 necrotic damage.
  • Undead creatures that you control have advantage on attack rolls against a creature that is within 5 feet of the frenzied creature and deal an additional 1d4 necrotic damage on their attacks against such a target.

Once you use this feature, you can't use it again until you finish a long rest unless you expend a spell slot of 5th level or higher to use it again.

Summon Golem

At 14th level, you are able to summon a
horrific golem to aid you in battle. As an
action, you can summon a golem, which
appears in an unoccupied space within
10 feet of you. Choose either blood or bone
when you summon the golem. The golem
gains benefits based on your choice. Use the
Golem stat block below.

The golem remains in your service for 1 minute,
or until it or you are killed.

Once you use this feature, you
can't use it again until you finish
a long rest.


Golem

Large undead, unaligned


  • Armor Class 16 (thick hide) / 18 (bone carapace)
  • Hit Points 50 + your necromancer level
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 16 (+3) 8 (-1) 10 (+0) 8 (-1)

  • Saving Throws Str +4 plus PB, Con +3 plus PB
  • Skills Athletics +4 plus PB
  • Damage Immunities necrotic (blood), poison
  • Damage Resistances bludgeoning, piercing, slashing (bone)
  • Condition Immunities charmed, frightened, poisoned
  • Senses Darkvision 60 ft.
  • Languages Understands the same languages as you but can't speak

Grave Enmity. Hostile creatures within 5 feet of the golem have disadvantage on attack rolls against creatures other than the golem.

Jagged Carapace (Bone). Whenever a creature hits the golem with a melee attack, they take piercing damage equal to half your necromancer level.

Actions

Multiattack. The Golem makes two attacks.

Slam. Melee Weapon Attack: your spell attack modifier to hit, Reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 3 (1d6) piercing damage (if you chose bone).

Blood Nova (1/Summon) (Blood). The golem releases an explosion of caustic blood. Creatures within 10 feet of it must make a Constitution saving throw against your spell save DC. A creature takes necrotic damage equal to 3d10 + your necromancer level on a failed save, or half as much damage on a success.

Reaper

You have started down a path of carnage and destruction. Reapers are able to wield truly terrifying might while fighting up close with their enemies.

Reaper Features
Class Level Feature
2nd Initiation Spells, Desecrated Champion, Unholy Strikes
6th Blasphemous Alacrity
10th Ignoble Sacrifice
14th Wraith's Fury

Initiation Spells

You learn additional spells when you reach certain levels in this class, as shown on the Initiation Spells table. Each of these spells counts as a necromancer spell for you, but it doesn't count against the number of necromancer spells you know.

Whenever you gain a necromancer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a spell from the necromancer spell list.

Initiation Spells
Class Level Spells
2nd Armor of Agathys, Dread Favor✦
5th Misty Step, Shadow Blade
9th Haste, Spirit Shroud
13th Shadow of Moil, Staggering Smite
17th Death Chain✦, Steel Wind Strike

Desecrated Champion

Beginning when you choose this initiation at 2nd level, you become adapted to fighting on the front lines of a battle and focusing your dark magic into your fortitude and might. You gain proficiency in light and medium armor and with
martial weapons and shields. Your hit point maximum
also increases by 2, and increases by 1 whenever you
gain a level in this class.

Additionally, you refer to the Reaper
Spellcasting table to determine cantrips
known and your spell slots whenever you
gain a level in this class.

Unholy Strikes

At 2nd level, you are able to infuse your
attacks with your unholy magic. Whenever
you hit a creature with a weapon
attack, you can sacrifice a spell
slot to deal additional necrotic damage to the
target. The extra damage is 2d8 for a
1st-level spell slot, plus 1d8 for each spell
level higher than 1st, to a maximum of
6d8.

Reaper Spellcasting
Necromancer
Level
Cantrips
Known
1st 2nd 3rd 4th 5th
2nd 3 3
3rd 3 3
4th 3 3
5th 3 4 2
6th 3 4 2
7th 3 4 3
8th 3 4 3
9th 3 4 3 2
10th 3 4 3 2
11th 4 4 3 3
12th 4 4 3 3
13th 4 4 3 3 1
14th 4 4 3 3 1
15th 4 4 3 3 2
16th 4 4 3 3 2
17th 4 4 3 3 3 1
18th 4 4 3 3 3 1
19th 4 4 3 3 3 2
20th 4 4 3 3 3 2

Blasphemous Alacrity

At 6th level, you begin to act with a frenzied speed in battle. You can attack twice, instead of once, whenever you take the Attack action on your turn. Additionally, you can cast one of your cantrips in place of one of those attacks.

Ignoble Sacrifice

Starting at 10th level, you are able to use your undead minions as shields in combat. When you are hit by an attack from a creature you can see within 5 feet of you, you can use your reaction to cause the attack to target an undead creature under your control as long as there is one within range of the attack and within 5 feet of you.

If the triggering attack deals enough damage to
kill the undead minion, you gain temporary hit
points equal to half your
necromancer level.

Wraith's Fury

At 14th level, you are able to call upon the strength and fury of death to aid you in battle. As a bonus action, you can enhance your senses and enter a frenzy for a number of rounds equal to your Intelligence modifier. For the duration, you gain the following benefits:

  • Your weapon attacks deal an additional 1d8 necrotic damage.
  • When you take the attack action, you can make one additional attack.
  • Damage you and undead creatures under your control                 take is reduced be an amount equal to your                 Intelligence modifier.

            Once you use this feature, you can't use it again until                you finish a long rest.

Necromancer Spell List

Spells with a ✦ appear later in this section.

Cantrips (0 Level)
  • Acid Splash
  • Chill Touch
  • Create Bonfire
  • Decompose✦
  • Diabolism✦
  • Friends
  • Green Flame Blade
  • Infestation
  • Mage Hand
  • Message
  • Mind Sliver
  • Minor Illusion
  • Mold Earth
  • Ray of Frost
  • Sapping Sting
  • Shadow Glide✦
  • Spare the Dying
  • Toll the Dead
1st Level
  • Absorb Elements
  • Alarm
  • Arms of Hadar
  • Bane
  • Cause Fear
  • Chains of Ice✦
  • Command
  • Comprehend Languages
  • Corpse Explosion✦
  • Detect Evil and Good
  • Detect Magic
  • Detect Poison and Disease
  • Disguise Self
  • Dissonant Whispers
  • Dread Favor✦
  • Expeditious Retreat
  • False Life
  • Find Familiar
  • Frost Fingers
  • Hex
  • Ice Knife
  • Icy Touch✦
  • Inflict Wounds
  • Identify
  • Protection From Evil and Good
  • Ray of Sickness
  • Shield
  • Silent Image
2nd Level
  • Alter Self
  • Arcane Lock
  • Augury
  • Blindness/Deafness
  • Borrowed Knowledge
  • Crown of Madness
  • Darkness
  • Darkvision
  • Detect Thoughts
  • Drain Life✦
  • Enthrall
  • Gentle Repose
  • Hold Person
  • Invisibility
  • Locate Object
  • Mind Spike
  • Mirror Image
  • Nystul’s Magic Aura
  • Phantasmal Force
  • Ray of Enfeeblement
  • See Invisibility
  • Shadow Blade
  • Silence
  • Spider Climb
  • Suggestion
  • Tasha's Mind Whip
  • Wither and Bloom
3rd Level
  • Animate Dead
  • Bestow Curse
  • Counterspell
  • Dispel Magic
  • Enemies Abound
  • Fear
  • Feign Death
  • Glyph of Warding
  • Hypnotic Pattern
  • Intellect Fortress
  • Life Transference
  • Magic Circle
  • Mantle of the Fallen Crusader✦
  • Phantom Steed
  • Remove Curse
  • Revivify
  • Sending
  • Slow
  • Speak With Dead
  • Spirit Shroud
  • Summon Undead
  • Tongues
  • Vampiric Touch
4th Level
  • Arcane Eye
  • Banishment
  • Blight
  • Compulsion
  • Confusion
  • Conjure Undead✦
  • Death Ward
  • Dimension Door
  • Dominate Undead✦
  • Evard's Black Tentacles
  • Greater Invisibility
  • Hallucinatory Terrain
  • Locate Creature
  • Phantasmal Killer
  • Raulothim's Psychic Lance
  • Rend Shadows✦
  • Shadow of Moil
  • Sickening Radiance
  • Summon Aberration
  • Vitriolic Sphere
5th Level
  • Antilife Shell
  • Army of the Dead✦
  • Cloudkill
  • Cone of Cold
  • Contagion
  • Danse Macabre
  • Death Chain✦
  • Deathwyrm's Fury✦
  • Destructive Wave
  • Dispel Evil and Good
  • Enervation
  • Hold Monster
  • Insect Plague
  • Legend Lore
  • Mislead
  • Negative Energy Flood
  • Raise Dead
  • Rary's Telepathic Bond
  • Scrying
  • Seeming
  • Shadow Crash✦
  • Telekinesis
  • Unholy Weapon✦
6th Level
  • Banshee's Wail✦
  • Circle of Death
  • Create Undead
  • Eyebite
  • Forbiddance
  • Harm
  • Magic Jar
  • Mass Suggestion
  • Mental Prison
  • Soul Cage
  • Tenser's Transformation
  • True Seeing
  • Word of Recall
7th Level
  • Divine Word (Unholy Word)
  • Finger of Death
  • Forcecage
  • Mirage Arcane
  • Power Word Pain
  • Profane Command✦
  • Resurrection
  • Simulacrum
  • Tether Essence
  • Umbral Assault✦
8th Level
  • Abi-Dalzim's Horrid Wilting
  • Antimagic Field
  • Black Lightning✦
  • Black Lore of Moil✦
  • Clone
  • Feeblemind
  • Maddening Darkness
  • Power Word Stun
  • Reality Break
9th Level
  • Astral Projection
  • Foresight
  • Imprisonment
  • Plague of Undeath✦
  • Power Word Kill
  • Psychic Scream
  • Time Ravage
  • True Resurrection
  • Weird

New Spells for the Necromancer

Decompose

Necromancy cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 minute

You reach out and touch the corpse of a creature. Over the next minute, the corpse begins to rapidly decompose, sprouting fungus and moss as it begins to degrade into compost and mulch. An odd-colored flower or two may also bloom from the corpse in this time.

Diabolism

Necromancy cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Up to 1 hour

This spell channels a small amount of dark magic. You create one of the following magical effects:

  • Choose a point within 30 feet. In a 5-foot radius of that point, bright light becomes dim light, and dim light becomes darkness for 1 hour. Any light sources within the area have the light they produce suppressed for the duration.
  • An object up to 1 cubic foot in size or an area up to 1 square foot that you touch lightly decays. Wood rots, glass cracks, flowers wilt. Casting the spell and then continuing to touch the target advances the decay; after 1 minute, the target is destroyed. This spell cannot affect creatures, magical objects, or sturdy materials like metal and stone.
  • You can reanimate a Tiny CR 0 beast for 1 hour. It is undead and obeys all of your commands to the best of it's abilities, though it cannot attack. You can only control 1 creature at a time using this spell.
  • You instantaneously light a candle, torch, or small campfire. The fire glows your choice of a smoldering red, bright green, or shadowy purple until extinguished.
  • Your fingertip glows green or purple for up to 1 minute. While it glows, you can use your finger to draw glowing lines of the same color on a solid surface that last for 1 hour.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Shadow Glide

Necromancy cantrip


  • Casting Time: 1 bonus action
  • Range: Self (5 feet)
  • Components: V
  • Duration: Instantaneous

As long as you are obscured by shadows, you teleport to an unoccupied space you can see within 5 feet.

Chains of Ice

1st-level evocation


  • Casting Time: 1 action
  • Range: 60 Feet
  • Components: V
  • Duration: 1 Minute

Frost ridden chains erupt from the ground beneath a creature that you can see within range. The target must succeed on a Strength saving throw or take 2d8 cold damage and have their movement speed halved for the spells duration.

At the end of a chained creatures turn, they can make another Strength saving throw, ending the effect on a success.

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.

Corpse Explosion

1st-level necromancy


  • Casting Time: 1 action
  • Range: 120 Feet
  • Components: S, M (a corpse, which the spell destroys)
  • Duration: Instantaneous

The corpse of a recently deceased creature rapidly bloats at your command and erupts in a gruesome explosion. You target the corpse of a creature that's been dead for no longer than 1 minute that you can see within range. Each creature within 5 feet of that corpse must make a Dexterity saving throw. A target takes 3d6 necrotic damage on a failed save, or half as much damage on a successful one. The radius of the explosion increases by 5 feet for every size category of the corpse above Medium.

A corpse detonated in this way is destroyed and cannot be raised or resurrected by any ability that requires a complete corpse. Not all creatures leave a corpse; constructs and oozes almost never do, neither do incorporeal undead.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Dread Favor

1st-level necromancy


  • Casting Time: 1 bonus action
  • Range: self
  • Components: V, S
  • Duration: 1 minute (c)

You are empowered by profane magics. Until the spell ends, your weapon attacks deal an extra 1d4 necrotic damage on a hit.

Icy Touch

1st-level necromancy


  • Casting Time: 1 Action
  • Range: 60 Feet
  • Components: S, M (a corpse, which the spell destroys)
  • Duration: 1 round

You summon icy energy to strike against a creature you can see within range, freezing them with the chill of the grave. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 3d8 cold damage, and it can't regain hit points until the start of your next turn. Until then, the target’s skin grows as pale as ice. If you hit a celestial target, it also has disadvantage on attack rolls against you until the end of your next turn.

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.

Drain Life

2nd-level necromancy


  • Casting Time: 1 action
  • Range: 30 Feet
  • Components: V, S
  • Duration: 1 minute (c)

A beam of pale green energy lances out toward a creature within range, forming a sickly looking beam between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 2d8 necrotic damage and you heal for the same amount. On each of your turns for the duration, you can use your action to deal 1d8 necrotic damage to the target automatically and heal for the same amount. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.

At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the initial damage increases by 1d8 for each slot level above 2nd.

Mantle of the Fallen Crusader

3rd-level evocation


  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V
  • Duration: 1 minute (c)

Unholy power radiates from you in an aura with a 30-foot radius, awakening bloodlust in friendly creatures. Until the spell ends, the aura moves with you, centered on you. While in the aura, each nonhostile creature in the aura (including you) deals an extra 1d4 necrotic damage when it hits with a weapon attack.

Amplify or Dampen Magic

4th-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 minute (c)

You manipulate the flow of mana rushing through a creature, if the creature is unwilling you must succeed on a melee spell attack before you can manipulate their flow. When you touch a creature with this spell, you choose which effect you want to affect the creature with for the spells duration.

Amplify. You amplify a creatures magical prowess. The creature takes additional damage when hit by a spell, deals additional damage when casting a spell, and restores additional hit points to a creature with a spell by an amount equal to your spellcasting modifier.

Dampen. You dampen a creatures magical prowess. The creature reduces damage taken by spells, damage dealt by spells, and the number of hit points restored to it by a spell by an amount equal to your spellcasting modifier.

Conjure Undead

4th-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (viscera from a creature killed within the past 24 hours)
  • Duration: 1 hour (c)

You summon a powerful undead being from the crypts and slaughterhouses of Northrend. You choose the undead’s type, which must be one of challenge rating 5 or lower, such as a revenant or wraith. The undead appears in an unoccupied space you can see within range, and the undead disappears when it drops to 0 hit points or when the spell ends.

Roll initiative for the undead, which has its own turns. When you summon it and on each of your turns thereafter, you can issue a verbal command to it (requiring no action on your part), telling it what it must do on its next turn. If you issue no command, it spends its turn attacking any creature within reach that has attacked it.

If you stop concentrating on the spell before it reaches its full duration, the undead spends the rest of the spell’s duration pursuing and attacking the nearest non-undead to the best of its ability.

At higher levels. When you cast this spell using a spell slot of 5th level or higher, the challenge rating increases by 1 for each slot level above 4th.

Dominate Undead

4th-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 minute (c)

You attempt to beguile an undead that you can see within range. 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. Intelligent undead with a will of their own are immune to this spell.

While the undead 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.

Rend Shadows

4th-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 minute (c)

Choose up to 4 creatures within range. Each creature must succeed on a Charisma saving throw or have their shadow forcibly ripped from their body, conjuring a shadow in an unoccupied space next to them. As long as the shadow is separate from their body, they do not cast a shadow. A shadow created through this spell reforms with its
host when it drops to 0 hit points or when the spell
ends, and it disappears if its host dies. If its host
dies, a new shadow does not rise from the corpse.

The shadows seek only to attack the creature they were separated from, and disappear when that creature is killed. Roll initiative for the shadows as a group, which have their own turns. They spend their turns attacking their host, without any thought for strategy or tactics.

At Higher Levels. When you cast this spell using certain higher level spell slots, you can target more creatures: twice as many with a 6th level slot and three times as many with an 8th level slot.

Army of the Dead

5th-level necromancy


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (brain matter from a humanoid killed within the past 24 hours)
  • Duration: 1 minute (c)

You voice profane words, and summon an army of the dead to kill and consume everything in its path. A horde of shambling corpses appears around you, and disappears when it drops to 0 hit points or when the spell ends.

Roll initiative for the horde, which has its own turns. You cannot control the horde. It spends its turns pursuing and attacking the nearest living creature to the best of its ability. If no creatures are within its reach, the horde will use its full movement to approach any living creatures it can see or hear. If no such creatures are evident, it will mindlessly follow you until targets present themselves.

When you first cast this spell, you can designate any number of creatures that you can see to be ignored by the shambling horde. If you stop concentrating on the spell before it reaches its full duration, the horde remains for 1d6 rounds, and no longer ignores these creatures.


Army of the Dead

Huge swarm of medium undead, neutral evil


  • Armor Class 8
  • Hit Points 100
  • Speed 20 ft.

STR DEX CON INT WIS CHA
19 (+4) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3)

  • Damage Immunities necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, grappled, incapacitated, paralyzed, poisoned, prone, restrained, stunned, unconscious
  • Senses darkvision 60 ft., passive perception 8
  • Languages understands the languages you speak

Swarm. The army can occupy another creature's space and vice versa, and the army can move through any opening large enough for a Medium zombie. The army can't regain hit points or gain temporary hit points.

Overwhelming. Whenever a hostile creature ends its turn occupying the army's space, the army can make an immediate Slam attack against it.

Undead Fortitude. If the army takes damage, 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 army takes no damage instead.

Actions

Multiattack. The army makes up to three Slam attacks, each of which must be against a different target

Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 4d6 + 4 bludgeoning damage, or 2d6 + 2 bludgeoning damage if the army has half of its hit points or fewer. If the target is Large or smaller, it is also grappled (escape DC equals your spell save DC)

Death Chain

5th-level necromancy


  • Casting Time: 1 action
  • Range: Self (20-foot radius)
  • Components: V, S
  • Duration: 1 minute (c)

Ghastly chains erupt from you towards up to three different creatures you can see within range. Make a ranged spell attack against each target. On a hit, a target takes 4d8 necrotic damage and becomes chained together with you and any other target hit for the spell's duration. A chained creature's speed is also halved.

Chained creatures must succeed on a Strength saving throw to move more than 20 feet away from you. On a successful save, the target breaks the chain, ending the spell’s effect on them. Whenever you or another chained creature takes damage from a weapon attack or spell, each other creature chained together (including you) takes psychic damage equal to half the damage taken.

Damage you take through this spell does not prompt a Constitution saving throw to maintain concentration on it.

Deathwyrms's Fury

5th-level necromancy


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a scale from a slain dragon)
  • Duration: Instantaneous

You summon a mighty undead dragon to breath destruction on your enemies. You choose where to summon an emberwyrm, frostwyrm, or vilewyrm. It appears hovering above you and unleashes its breath weapon, tainted by necrotic power, before vanishing.

The spell fails if there is insufficient room for the dragon to appear (for example, you are in a narrow tunnel). Any living dragons that witness you cast this spell will almost surely view you as a sworn enemy, if they didn't already.

Emberwyrm. The dragon exhales fire in a 60-foot cone. Each creature in that area must make a Dexterity saving throw, taking 5d8 fire damage and 5d8 necrotic damage on a failed save, or half as much damage on a successful one.

Frostwyrm. The dragon exhales an icy blast at a point within 120 feet. Each creature within 20 feet of that point must make a Dexterity saving throw, taking 5d8 cold damage and 5d8 necrotic damage on a failed save, or half as much damage on a successful one.

Vilewyrm. The dragon exhales acid in a 120-foot line that is 10 feet wide. Each creature in that line must make a Dexterity saving throw, taking 5d8 acid damage and 5d8 necrotic damage on a failed save, or half as much damage on a successful one.

Shadow Crash

5th-level necromancy


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

Shadow energy drips from your palm as you pull it towards the ground and blanket a point that you can see within range in darkness. Each creature in a 20-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. The darkness spreads around corner and the area of the spell is heavily obscured by magical darkness until the end of your next turn.

At Higher Levels. When you cast this spell a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Unholy Weapon

5th-level necromancy


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: 1 hour (c)

You imbue a weapon you touch with unholy power. Until the spell ends, the weapon creates an area of darkness in a 30-foot radius and dim light for an additional 30 feet. The bearer of the unholy weapon is immune to this effect. In addition, weapon attacks made with it deal an extra 2d8 necrotic damage on a hit. If the weapon isn't already a magic weapon, it becomes one for the duration.

As a bonus action on your turn, you can dismiss this spell and cause the weapon to emit a torrent of corrupting shadows. Each creature of your choice that you can see within 30 feet of the weapon must make a Constitution saving throw. On a failed save, a creature takes 4d8 necrotic damage and is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn't blinded. At the end of each Of its turns, a blinded creature can make a Constitution saving throw, ending the effect on itself on a success.

Banshee's Wail

6th-level necromancy


  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V, S, M (a strand of banshee hair)
  • Duration: Instantaneous

You release a mournful wail that pierces into the mind of those that hear it. Each creature within 30 feet of you must make a Constitution saving throw. On a failed save, a creature takes 6d8 psychic damage and falls unconscious. On a success, it takes half as much damage and suffers no other effect.

An unconscious creature wakes up if it takes any damage or if another creature uses its action to shake them awake. A deafened creature is immune to this spell.

Profane Command

7th-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, M (a pinch of ashes from a humanoid creature)
  • Duration: Special (1 minute)

You utter a damning command. When you cast this spell, you can choose two of the following effects. An effect cannot be chosen more than once.

  • Choose a creature you can see within range. The target must make a Wisdom saving throw. It takes 3d10 psychic damage plus 3d10 necrotic damage on a failed save, or half as much damage on a successful one.
  • Choose up to 3 corpses of small or medium creatures within range. Each corpse immediately stands up and becomes undead. You decide whether it is a zombie or a skeleton, and it gains a bonus to its 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.
  • You cause a creature within range to convulse. The target must succeed on a Constitution saving throw or suffer 1 level of exhaustion and have disadvantage on Strength, Dexterity, and Constitution saving throws they make within the next minute. A target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the effect ends.
  • Choose a number of creatures up to your spellcasting ability modifier within range that can hear you. Each target must succeed on a Wisdom saving throw or all attacks made against them until the end of your next turn are made at advantage and deal an additional 1d8 necrotic damage.

At Higher Levels. When you cast this spell using a spell slot of 9th level, you can choose one additional effect.

Umbral Assault

7th-level necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a wisp of smoke)
  • Duration: Instantaneous

You cause shadows to lash out at a creature you can see within range. The shadows of creatures within 5 feet of the target turn against them, attacking them from all sides. The target must make a Dexterity saving throw. The creature takes 3d6 necrotic damage for every creature within 5 feet of it, up to a maximum of 24d6 on a failed save, or half damage on a successful one.

Black Lightning

8th-level necromancy


  • Casting Time: 1 action
  • Range: Self (120 foot line)
  • Components: V, S
  • Duration: Instantaneous

You conjure a bolt of lightning seeped in negative energy and launch it towards your enemies. The bolt of lightning lets out a mournful wail and streaks forward in a 120 foot long and 5 foot wide line from your finger in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 6d8 lightning damage plus 6d8 necrotic damage on a failed save, or half as much damage on a successful one.

A humanoid killed by this spell has it's flesh incinerated and rises at the start of your next turn as a skeleton that is permanently under your command, following your verbal orders to the best of its ability.

The lightning ignites flammable objects in the area that aren't being worn or carried, and all nonmagical plants in the area that aren't creatures wither and die instantly.

Black Lore of Moil

8th-level necromancy


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a gilded and gem-encrusted crawling claw worth at least 1500gp, which the spell consumes)
  • Duration: 1 hour (c)

Flame-like shadows wreath your body until the spell ends, causing you to become heavily obscured to others. The shadows turn dim light within 30ft of you into darkness, and bright light in the same area to dim light. Until the spell ends, you have resistance to necrotic and radiant damage. Also, you automatically succeed saves against necromancy spells, and other creatures within 120ft of you have disadvantage on saves against necromancy spells.

Plague of Undeath

9th-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (one or more black sapphires whose total value equals or exceeds 10,000 gp)
  • Duration: Instantaneous

Great necromantic power causes any number of Small or Medium corpses you can see within range to animate. Each corpse immediately stands up and becomes undead. You decide whether it is a zombie or a skeleton, and it gains a bonus to its attack and damage rolls equal to your spellcasting ability modifier. These undead are permanently under your command and follow your verbal orders to the best of their ability.

Talents

Beginning at 5th level, you gain a talent from the following list. You gain additional talents at 10th and 15th level. You must meet the prerequisite for a talent to learn it.

Unholy Vitality

Prerequisite: 5th level
Whenever you spend corruption points, you or an undead creature you control within 10 feet of you gain 1d4 temporary hit points per corruption point spent, up to a maximum of 4d4.

Corrupted Knowledge

Prerequisite: 5th level, Death's Hand
You can spend 2 corruption points to gain proficiency in the Arcana, History, Nature, or Religion skills for 1 minute. You may also spend 1 corruption point to be able to read any language for 1 hour. This does not allow you to understand codes or secret messages buried within texts, but simply understand the language.

Corrupted Strikes

Prerequisite: 5th level, Overlord
Whenever you spend corruption points, one undead creature under your control gains a bonus to their next attack and damage roll equal to the number of corruption points you spent.

Corrupted Shielding

Prerequisite: 5th level, Reaper
Whenever you spend corruption points, you gain a bonus to your AC until the start of your next turn equal to the corruption points spent.

Power From Blood

Prerequisite: 10th level
As an action, you can sacrifice a number of hit dice up to your proficiency bonus. You regain a number of corruption points equal to the dice sacrificed. You then take necrotic damage equal to a roll of those dice.

Once you use this talent, you cannot use it again until you finish a long rest.

Empowered Ossification

Prerequisite: 10th level, Death's Hand
Your Rapid Ossification feature now reduces damage by 1d6 per corruption point spent to activate it.

When you reach 14th level, it then decreases damage by 1d8 per corruption point spent.

Twinned Frenzy

Prerequisite: 10th level, Overlord
When you use your Unholy Frenzy feature, you can spend 3 corruption points to target one additional undead creature under your control.

Infused Strength

Prerequisite: 10th level, Reaper
Whenever you hit a creature with a weapon attack, you can spend up to 5 corruption points to deal additional damage to the target. The attack deals an additional 1d6 necrotic damage per corruption point you spend on the attack.

Dread Commander

Prerequisite: 15th level
You gain a +1 bonus to attack and damage rolls you make for every undead creature under your control within 10 feet of you, to a maximum of +3.

Additionally, whenever you deal damage to a creature with a spell of 1st level or higher, undead creatures under your control within 10 feet of you gain a bonus to their attack and damage rolls until the start of your next turn equal to the level of the spell, up to a maximum of +5.

Rend Bone

Prerequisite: 15th level, Death's Hand
Whenever a Small or Medium sized creature dies within 20 feet of you, you can use your reaction to launch a bone spear from its corpse. The damage of these bone spears equals 2d10 + your intelligence modifier and doesn't expend a use of your Bone Spear feature.

Additionally, your Bone Spears can benefit from your Death's Embrace feature.

Siphoned Power

Prerequisite: 15th level, Overlord
When you use your Summon Golem feature, you can siphon some of its power for your own. If you do so, your golem's hit point maximum is reduced by half and you gain the following benefits as long as your golem remains active:

  • You gain temporary hit points equal to you necromancer level.
  • Whenever you cast a spell of 1st through 4th level, treat that spell as though it were cast at 1 level higher.
  • Damage you deal with spells is increased by an amount equal to your proficiency bonuns.

Blighted Storm

Prerequisite: 10th level, Reaper
Whenever you deal extra damage with your Unholy Strikes feature, you can spend 4 corruption points to enhance the strike. Creatures of your choice within 10 feet of the target must make a Dexterity saving throw or take the same damage. A creature takes half as much damage on a success. You gain a +1 bonus to attack rolls, saving throws, and damage rolls you make until the end of your next turn equal to the number of creatures that failed their saving throw against this talent.