1. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
2. You learn the Invisibility spell and one 1st-level spell of your choice. The 1st-level spell must be from the Illusion or Necromancy school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.
Spells chosen: Invisibility & Exhume
By spending 10 uninterrupted minutes performing this ritual with a spellcasting focus or component pouch,you can raise the remains of one or more Small or Medium humanoids within 30 feet of you into undead creatures. Undead created in this way become your thralls. You maintain control over your thralls indefinitely.
If you are conscious, you can mentally control all of your thralls, without using any actions. If you are unconscious, your thralls will move to protect your body from harm, but will not attack. In combat, your thralls share your initiative count, but take their turns immediately after yours. All thralls collectively share one reaction and bonus action, which a single thrall can use each round. Thralls use your spellcasting modifier to make their attacks.
(Charnel Touch) At 3rd level, you can grant a boon to minions by empowering them with your own potency. As a bonus action on your turn, you can expend any number of points from your Charnel Touch pool to empower each of your thralls within 30 feet of you. Until the start of your next turn, those thralls gain a +1 bonus to their attack rolls, damage rolls, and AC for every 5 points expended, up to a maximum of +3.
(Charnel Touch) Also beginning at 3rd level, as a bonus action, you can expend a spell slot to replenish your Charnel Touch pool. Your pool regains 1d8 expended points, plus 1d8 for each level of the spell slot expended, up to a maximum of your pool's total.
You have a pool of Charnel Touch points equal to your necromancer level × 5 that replenishes when you finish a long rest.
As an action, declare the number of points you wish to expend, up to a maximum of 5 × your proficiency bonus, and make a melee spell attack against one target within your reach. On a hit, you expend the declared amount of points and deal necrotic damage equal to the points expended. If you miss the attack, you don’t expend any points. The damage dealt by your Charnel Touch is doubled when you score a critical hit, expending no additional points.
This attack deals no damage to constructs and instead heals undead for the amount of points expended.
You can target a willing creature with this ability without making a spell attack roll.
Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.
The target must make a Wisdom saving throw. On a failed save, it purses the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the
activity isn’t preformed.
If you or any of your companions damage the target, the spell ends.