Necromancy Domain Knowledges

**Absorbing Essence**

Whenever a creature would regain hit points but is prevented by your chill touch cantrip hand clinging to it, you regain that much hit points instead.

**Aura of Blight**

*Prequisite: 7th level*

You can cast blight at will on plant creatures and plants, without expending a spell slot or material components.

**Beyond the Darkness**

*Prequisite: 7th level*

When you are concentrating on the shadow of moil spell, you and creatures of your choice within 10 feet have advantage on Dexterity (Stealth) checks and whenever a creature within 10 feet of you hits a creature with an attack, you can have the creature take necrotic damage as if you were the target of the attack.

**Bodyless Soul**

*Prequisite: 11th level*

You can cast magic jar using 6th level cleric spell slots. Also, when your soul returns to your body, you have unlimited range instead of 100 feet. In addition, while your soul is in the jar, your body magically stops aging.

**Curse the Mind**

You can cast cause fear using 1st level cleric spell slots. Also, for you, that spell affects undead and construct creatures.

**Demilich Sight**

*Prequisite: 15th level*

You gain truesight out to a range of 60 feet.

**Essence Draining**

*Prequisite: 6th level*

At the start of an undead turn, if it is frightened of you, it takes 1d6 necrotic damage and you regain that much hit points. Damage dealt with this feature doesn't count toward the turn undead damage clause.

**Essence Transference**

*Prequisite: 9th level*

You can cast revivify by spending an unspent Hit Dice instead of the material components.

**Horrid Servants**

*Prequisite: 15th level*

You can cast abi-dalzim's horrid wilting using 8th level cleric spell slots. Also, a plant creature or a water elemental killed by this spell rises at the start of your next turn, it is permanently under your command, following your verbal orders to the best of its ability.

**Icy Claw**

*Prequisite: 13th level*

You can cast finger of death using 7th level cleric spell slots. Also, the spell's range is doubled.

**Improved Life Drain**

*Prequisite: 6th level*

You regain hit points instead of gaining temporary hit points when using your life drain channel divinity.

**Mind of the Creator**

*Prequisite: 9th level*

When you are concentrating on the danse macabre spell, you can command your creations individually and as a free action instead of a bonus action.

**Necromancer's Gift**

You can cast false life at will on other creatures as a 1st-level spell, without expending a spell slot or material components. A creature can't gain temporary hit points from this spell again until it has finished a short or long rest.

**Necromancy's Hourglass**

*Prequisite: 17th level*

You can cast time ravage using 9th level cleric spell slots. Also, your body is immune to that spell and for every 10 years that pass, your body ages only 1 year.

**Necrotic Grasp**

When you deal necrotic damage with your Chill Touch cantrip, you can move the target 5 feet in any direction.

**Necrotic Shove**

*Prequisite: 6th level*

When you deal necrotic damage with your Chill Touch cantrip, you can knock the creature prone if it is Huge or smaller.

**Occultist's Gaze**

*Prequisite: 11th level*

You can cast eyebite using 6th level cleric spell slots. Also, creatures have disadvantage on the saving throw against this spell.

**Restless Flesh**

*Prequisite: 15th level*

You can cast clone using 8th level cleric spell slots. Also, the body created by this spell forms within 30 days instead of 120.

**Science of the Undying**

*Prequisite: 5th level*

You can cast summon undead using 3rd level cleric spell slots. Also, for you, the spell doesn't require concentration and the duration is equal to 8 hours.

**Sculpting Death**

*Prequisite: 11th level*

You can cast circle of death using 6th level cleric spell slots. Also, you can choose a number of creatures equal to your Wisdom modifier (minimum of 1). The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.

**Sickening of the Wicked**

You can cast ray of sickness using 1st level cleric spell slots. Also, for you, that spell ignores the poisoned immunity.

**Siphon Strength**

*Prequisite: 5th level*

You can cast ray of enfeeblement using 2nd level cleric spell slots. Also, when you are concentrating on that spell, at the start of your turn, the target's Strength score is reduced by 1d4 and you gain Strength equal to the number rolled until the spell ends. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the spell ends.

**Souless Body**

*Prequisite: 11th level*

You can cast soul cage using 6th level cleric spell slots. Also, the spell's duration is changed to until dispelled and a soul isn't released when you exploit it for the sixth time. Instead you can exploit it six times per day.

**String of Death**

*Prequisite: 13th level*

You can cast tether essence using 7th level cleric spell slots. Also, you can cast the spell without expending material components.

**Surge for the Fodder**

*Prequisite: 9th level*

You can cast negative energy flood using 5th level cleric spell slots. Also, if you target an undead with this spell, the target gains hit points equal to the dice rolled instead of half.

**Vampiric Drain**

*Prequisite: 5th level*

You regain hit points equal to the amount of necrotic damage dealt by your Vampiric Touch spell instead of half.

**Weight of Death**

*Prequisite: 9th level*

When you are concentrating on the enervation spell, the target of the spell has its speed reduced by half.

**Withering Blossom**

*Prequisite: 5th level*

You can cast wither and bloom using 2nd level cleric spell slots. Also, you can alter the radius of the spell to a 20-foot-radius sphere centered on you and any number of creatures of your choice in the area can spend and roll an unspent hit dice instead of one.