Necromancy Spells

Cantrips

Chill Touch

Level: Cantrip Casting Time: 1 Action Necromancy Seeker, Sorcerer, Warlock, Wizard
Range: 120ft Duration: 1 Round Components: VS Arcane

You create a ghostly, skeletal hand in the space of a creature within Range. Make a Ranged Spell Attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 Necrotic Damage, and it can't regain Hit Points until the start of your next turn. Until then, the hand clings to the target.
If you hit an Undead creature, it also has Disadvantage on Attack Rolls against you until the end of your next turn.
This Spell's Damage increases by 1d8 when you reach 5th Level (2d8), 11th Level (3d8), and 17th Level (4d8).

Sapping Sting

Level: Cantrip Casting Time: 1 Action Necromancy Druid, Psion, Sorcerer, Soul-Binder, Warlock, Wizard
Range: 30ft Duration: Instant Components: VS Primal

You sap the vitality of one creature you can see within Range, the target makes a Constitution Saving Throw. On a failed Save, the target takes 1d4 Necrotic Damage and falls Prone.
The Spell's Damage increases by 1d4 when you reach 5th Level (2d4), 11th Level (3d4), and 17th Level (4d4).

Spare the Dying

Level: Cantrip Casting Time: 1 Action Necromancy Artificer, Cleric, Shaman
Range: 5ft Duration: Instant Components: VS Divine

You point to a living creature within Range that has 0 Hit Points. The creature becomes stable. This Spell has no effect on Undead or Constructs.
The Spell's Range increases by 15ft when you reach 5th Level (20ft), 11th Level (35ft), and 17th Level (50ft).

Toll the Dead

Level: Cantrip Casting Time: 1 Action Necromancy Cleric, Seeker, Warlock, Wizard
Range: 60ft Duration: Instant Components: VS Arcane, Divine

You point at one creature you can see within Range, and the sound of a dolorous bell fills the air around it for a moment. The target makes a Wisdom Saving Throw. On a failed Save, the target takes 1d8 Necrotic Damage. If the target is missing any of its Hit Points, it instead takes 1d12 Necrotic Damage on a failed Save.
The Spell's Damage increases by 1d8, or 1d12 if the target is below its missing any of its Hit Points when you reach 5th Level (2d8 and 2d12), 11th Level (3d8 and 3d12), and 17th Level (4d8 and 4d12).