Sorcerer
Base Class: Sorcerer

For most mortals, the door between life and death opens only once. 

For you, that door has been replaced by a sheer curtain.

Perhaps dead things have always been drawn to you. Perhaps you have crossed over into death yourself, only to return with new, terrifying abilities.  With a whim, you can bind spirits back into their bodies and press them into your service. 

Eyes of the Grave

At 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is proof of necromantic activity you would like to be part of. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn’t behind total cover and that isn’t protected from divination magic. This sense doesn’t tell you anything about a creature’s capabilities or identity.

You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.

You are also able to take any Necromancy spells from the Wizard class list as Sorcerer spells.

Strength of the Grave

Starting at 1st level, your meddling with death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can’t use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.

After the saving throw succeeds, you can’t use this feature again until you finish a long rest.

Call Ghoul

At 6th level, you gain the ability to call forth zombies from the earth itself, whether or not there are any available corpses. As a bonus action, you can spend 2 sorcery points to magically summon a zombie to target one creature you can see within 120 feet of you. The zombie behaves as if it is under the effect of Animate Dead. You can repeat this ability until you run out of sorcery points. 

The zombie appears in an unoccupied space of your choice.

On each of your turns, you can use a bonus action to mentally command the zombie if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

The zombies are under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.

Command Ghouls

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.

Reaper

Starting at 18th level, when the sorcerer casts a necromancy spell of 1st through 5th level that targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. If the spell consumes its material components, the sorcerer must provide them for each target.

Ghoulcaller Image

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