You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days.
Until the spell ends, you can ask the corpse up to 5 questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.
Uses: 1 x long rest
You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8+30 necrotic damage on a failed save, or half as much damage on a successful one.
A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.
Uses: 1 x long rest
Day 1d6
Dim 1d8 + 5 + 7 nec (+ 5 solo)
Dark 1d12
Booming Blade (if move)
+ 2d8 + (3d8)* thunder
Green-Flame Blade (2nd creature 5ft)
+ 2d8 + (2d8 + 5)* fire
Shroud
+ 4d8 nec per shroud
Every time you invoke 2 or 4 shrouds you can move the shrouds’ target 5 feet for each shroud in any direction.
Every time you invoke 2 or 4 shrouds you gain temporary hit points equal to your shadow assassin level for each shroud, until the end of your next turn.
You can use a bonus action to transfer all the shrouds from one target to another.
If the subject of your shrouds dies before you invoke them, you can use your reaction to move the shrouds to another target.
When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (+5).
You can use an action to feel weak spots between the material plane and the Shadowfell. You sense the direction to the spot location, as long as it is within 10,000 feet of you. These spots usually occur in places where a sentient creature died recently, and most of the time there should be one of such spots always available in range. At these spots you open a portal that lasts for 1 round, and can shift you and up to eight other willing creatures into ShadowFell or out to material plane without spending a spell slot or material component. When you do this, you and all other creatures appear in the other plane in the same place of the rift in that plane. You can’t do so again until you finish a long rest
Uses: 1 x long rest