When a cleric seeks out higher powers than normal, especially those who ask the more evil aligned gods, you may get a necromantic cleric. These barely fall within the category of cleric, but their power is directly from their god. Anything not in this Document is here: [url=]https://drive.google.com/open?id=1X5PSYmMOAVfiCoDsTjAQ5rZwFlxy9XpF
Bone Shape
Once per long or short rest you gain the ability to use Bone Shape, the affects are shown on the class table
Life Tap
Starting at 1st level, your touch can siphon the life force of others to bolster your own. As an action, you can make a melee spell attack against a living creature, dealing necrotic damage equal to 1d8 + your Charisma modifier on a hit. You gain temporary hit points equal to the amount of necrotic damage dealt. If this feature kills the creature, you gain twice as many temporary hit points from using this feature. The damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). You may use this feature a number of times equal to your Charisma modifier(minimum one) and you regain all uses of this feature at the end of a long rest.
Channel Divinity
At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and Curse the lands
When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
Channel Divinity: Turn Undead
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Channel Divinity: Curse the lands (lasts 8 hours)
Spend 10 minutes for every 100 square feet of land cursing it, to curse the land you must be able to get to all of it. Cursing the land causes 2 of the possible effects of your choice:
1) when anything dies on this land roll 1d4 on a 1 nothing happens, on a 2 or 3 the creature gets resurrected as a zombie with half health, on a 4 the creature gets resurrected as a zombie with full health
2) your allies have advantage on all saving throws within this area
3) this land becomes difficult terrain for everyone you dont excempt when the land is cursed
Grim Harvest
At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell's level, or three times its level if the spell belongs to the School of Necromancy. You don't gain this benefit for killing constructs or undead.
Soul Harvest
Starting at 3rd level, by reaping life you are able to claim a fraction of those unfortunate creatures souls to regenerate your wounds and fortify your body. At the end of your turn, if you or any undead under your control have killed one or more creatures, you gain hit points equal to your necromancer level. If doing so would grant you more hit points than you can have, you gain temporary hit points equal to the amount of excess hit points received.
Ability Score Increase
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.
Undead Thralls
At 6th level, you add the Animate Dead spell to your spellbook if it is not there already. When you cast Animate Dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate.
Whenever you create an undead using a necromancy spell, it has additional benefits: 1) The creature's hit point maximum is increased by an amount equal to your wizard level. 2) The creature adds your proficiency bonus to its weapon damage rolls.
Animate Major Undead
Beginning at 7th level, your pursuit of knowledge has led to uncover the secrets to mastering undead of all sizes. You can now raise any corpse that is Huge or smaller of a monstrosity, humanoid, or beast with challenge rating 3 or lower can be animated. It keeps its original abilities and attacks, but loses any resistances, immunities, legendary actions, senses it had and gains the immunities and vulnerabilities of its type, skeleton or zombie. You can issue mental commands to the creature as the animate dead spell. You can only control one major undead at a time. This feature functions as the spell animate dead except where otherwise noted. You may use this feature on an existing undead you control to reassert your control over it. You must finish a long rest before you can use this feature again.
Inured to Undeath
Beginning at 9th level, you have resistance to necrotic damage, and your hit point maximum can't be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects.
Divine Intervention
Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.Imploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.
Command Undead
Starting at 14th level, you can use magic to bring undead under your control, even those created by other wizards. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can't use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again. Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.
Ritualistic Unburial
At level 14th level, the repetitive nature of raising your undead has become like a ritual for you. You may cast animate dead as a ritual.
Macabre
Starting at 18th level, the death you surround yourself with has become part of you. Your flesh has become pale and your eyes have taken on a yellow tint. Some necromancers alter their appearance with stitches sewn on their face, body, legs, or arms. Others may adorn the remains of corpses to impose fear and keep people away. The overexposure to death has earned an affinity with undead. Whenever you interact with undead, you have advantage on all Charisma checks. In addition, while you may look sick and exhausted from the constant dealings with death, you do not age and you are immune to poison damage, diseases, exhaustion, as well as the frightened and poisoned conditions.
Séance
Starting at 20th level, your presence commands respect from undead. At will, the necromancer can target one undead creature they can see within 30 feet of them. The target must make a Wisdom saving throw. On a failed save, the target must obey the necromancer's commands for the next 24 hours, or until the necromancer uses Séance again. A necromancer can only control a single undead creature with this feature.
(a) a mace, (b) a warhammer, (c) a crescent scythe, or (d) two daggers (a) scale mail, (b) leather armor, or (c) chain mail (a) a short bow and 20 arrows or (b) any simple weapon (a) a priest's pack or (b) an explorer's pack A shield and a holy symbol
As a conduit for dark divine power, you draw your power from your god as well as the negative energy of the world to fuel your magic CANTRIPS At 1st level, you know 2 cantrips of your choice from the cleric spell list as well as 2 cantrips from the wizard spell list. KNOWN SPELLS & SPELL SLOTS You know all the spells from the cleric spell list as well as all spells with necromantic energy within, you can find the numbers of spell slots from each level in the table SPELLCASTING ABILITY Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one. Spell save DC ~ 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier RITUAL CASTING You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared. SPELLCASTING FOCUS You can use the holy symbol of your god as a spellcasting focus for your spells.