Cleric
Base Class: Cleric

Death. The end of a journey, or at least one would think it is.

Death's Archbishop has gained the Blessing of Death, allowing one's soul to transcend mortality. 

When a party member dies, you can give this as an option if they had unfinished business, were cursed by a creature or being, or bestowed a deal by a deity or otherworldly creature.

The character loses all previously acquired levels in the class they were and become an Archbishop of Death up to the same level of the previous class. Additionally, the character becomes Undead, losing all flesh over the next few months and becoming a skeleton (Alternatively, the DM may allow you to become a spectral form) with eyes that glow a dim red but the character may keep any racial traits such as Dragon Breath or Fey Step, granting it certain bonuses and weaknesses. 

You cannot multiclass into or from this class.

 

As Death's Archbishop you gain the following traits. 

You become Vulnerable to Radiant Damage.

You become Immune to Necrotic Damage.

You are Immune to the following effects. Exhaustion, Poisoned, Bleeding.

You no longer Breathe, Eat, or Drink Liquids.

You are not allowed to wear Heavy Armor or use weapons with the Heavy modifier.

Magic cannot put you to Sleep.

Instead of Sleeping you must remain motionless for 4 hours, at which point you are indiscernible from a normal skeleton. (If a spectre, your form becomes translucent and impossible to see without true sight.)

In addition, if you die, after 1d6+2 hours you are returned to the land of the living with half your max HP rounded down.  During this time, Your body cannot be destroyed as it is protected by an unknown force, also, your armor and weapons cannot be removed from you by force as they are magically bound to your soul. 

Additional Spells

You gain access to these additional spells at the respective levels. These spells count as cleric spells for you and use your Spellcasting DC and Modifier. 

Once learned these spells are always available to you and do not count towards the limit of how many you can have prepared. 

In addition you gain access to the cantrip "Chill Touch"

  • At Level 1 : Cause Fear, Ray of Sickness
  • At Level 3 : Wither and Bloom, Summon Beast
  • At Level 5 : Animate Dead, Vampiric Touch
  • At Level 7 : Death Ward, Blight
  • At Level 9 : Antilife Shell, Danse Macabre

Unholy Healing

As you cast any form of healing magic you pull from the life energy of the plane you are in. Non-magical plants near you begin to wilt as you repurpose their life force. Soil becomes barren and unable to grow non-magical fauna. Buildings using natural resources decay slightly.

(This can be re-flavored for whatever plane of existence the party finds themselves.)

Channel Divinity: Unholy Hierarchy

Starting at 2nd level, the cleric can use Channel Divinity to assert control over an undead or spectral creature temporarily. 

 

Your position as one of Death's Chosen grants you control over those who defy its will. When you Channel Divinity you can temporarily gain control of an undead or spectral creature for 24 hours or until you or one of your allies damage it. If it is a Sentient Undead, it can make a Wisdom Saving Throw equal to your Spell Casting DC on each of it's turns to attempt to break free. On a successful save the creature regains control of itself. 

You may command the controlled undead to perform basic tasks (via mental commands) however you cannot knowingly issue it to purposefully end itself or perform an action that would do so, doing so will break control over the creature. 

Symbol of Death

At 6th level, your weapon strikes become imbued with Unholy Radiance causing them to deal an additional 1d6 Necrotic damage on hit. 

At 13th level, this becomes 2d6 Necrotic damage on hit.

In addition any necrotic damage you deal ignores resistance to necrotic damage as you embody the symbol of death and welcome all to it's embrace.

The Flow of Life and Death

At 8th level, when you deal necrotic damage you or a creature within 5 feet of you regain health equal to half the necrotic damage dealt (rounded down). Control over the dark energies of death allow you to sap the life force from living creatures and repurpose them.

When you reach 14th level, the amount of health regained equals the total amount of necrotic damage you dealt instead of half (rounded down). Your knowledge of the flow of death allows you to better repurpose it's energy. 

Right Hand of Death

At 17th level you gain the following. 

You can cast Resurrection for free once every 1d6+2 weeks as you have become a master of Death's Will and can draw from it's domain every so often. 

 

In addition when you use your Channel Divinity you gain a cloak of dark energy that emits a dark fog from under it for 1 hour. When a Sentient Undead breaks free of your control via Channel Divinity or resists your control, they are dealt 4d6 Necrotic Damage that ignores immunity and resistance. 

During this time you have advantage on any intimidation checks and any light sources are dimmed while within 5 feet of you. 

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