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Necromancer's Final Gambit

Necromancer's Final Gambit
9th-level necromancy
Casting Time: 1 action
Range: Self (60-foot radius)
Components: V, S, M (a phylactery containing a fragment of the caster's soul)
Duration: Instantaneous
  Necromancer's Final Gambit is a spell of great sacrifice and dark power, where the caster uses their own life force to unleash necrotic devastation.
  Life Force Sacrifice: Upon casting, you sacrifice half of your current hit points. This cost cannot be reduced or prevented in any way.
  Wave of Necrotic Energy: A wave of dark energy radiates from you in a 60-foot radius. Each creature in the area, except for you, must make a Constitution saving throw. On a failed save, a creature takes necrotic damage equal to the amount of hit points you sacrificed; on a successful save, they take half damage.
  Undead Servitude: If a creature is killed by this spell, it rises as an undead under your control at the start of your next turn. The type of undead is at the DM's discretion but is typically a zombie or skeleton. These undead remain under your control indefinitely, but you can't control more than twice your level in undead creatures.
  Soul Drain: If an undead creature you control from this spell slays another creature, you regain hit points equal to half the slain creature's level or CR.
  Dark Resilience: After casting this spell, you gain temporary hit points equal to the total amount of damage dealt to creatures by this spell. You also gain resistance to necrotic damage for 24 hours. If you die within this 24 hour time period, you will resurect at your phylactery with a negative level within a number of hours equal to your current level when you died.
  Subclasses: Necromancy Wizard, Death Domain Cleric
Optional/Variant Classes: Warlock, Sorcerer
Source: Custom creation.

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Cover image: A strange planet this way floats. by magejosh with DALLE3

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