Cleric
Base Class: Cleric

The gods of undeath are thankfully few, but they are an insidious threat to all life. Their clerics promote the blurring of the boundaries between life and death, some because they see immortality as an undead being preferable to the pain of living, others because their plan is to turn all life into undeath and enslave them. For whatever cause they strive, it is certain that clerics of undeath will not find a warm welcome in nearly any land. Gods of the domain of undeath are Kiaransalee, Malphagor, Myrkul, Shar, and Velsharoon.

Domain Spells

You gain domain spells at the cleric levels listed in the Undeath Domain Spells table.

Undeath Domain Spells
Cleric Level Spells
1st chill touch, false life, inflict wounds, mending
3rd blindness/deafness, ray of enfeeblement
5th animate dead, vampiric touch
7th blight, death ward
9th antilife shell, cloudkill

Channel Divinity: Control Undead

Beginning at 1st level, when you use your Turn Undead feature you can instead present your holy symbol and speak a prayer to command the undead. Each undead with a cr equal to or lower than your cleric level that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, you take control of it for 1 minute. As a bonus action, you may issue a command, such as “stay here”, “go there”, “attack him”, or “guard this area” to the undead you have control over using this feature. Once given a command, the undead will continue that course of action as long as they remain under you control.

Ward Of Undeath

At 2nd level, undead have disadvantage on attack rolls against you, and you advantage on saving throws against magic and spells of undead. All undead you have control over using a cleric spell or cleric feature have advantage on all saving throws against all creatures except you.

Additionally, while you have at least one undead under your control using a cleric spell or cleric feature within 60 ft of you all attacks rolls against you are at disadvantage.

Channel Divinity: Summon Undead

Starting at 6th level, as an action you can use your Channel Divinity to summon an undead of challenge rating 1 or lower. The summoned undead appears in an unoccupied space within 60 feet of you, and is under your control and follows all your commands. It remains for 10 minutes, until it or you die, or until you dismiss it as an action. At 11th level the duration increases to 1 hour, at 17th level the duration increases to 24 hours. At higher levels in this subclass you can summon an undead with a challenge rating that is higher than 1, the challenge rating increases by 1 for each additional level you have in this subclass.

Divine Negative Energy

At 1st level, all spells of the necromancy school you cast bypass the resistances of creatures you cast them on. Additionally, when you cast a cleric spell of the necromancy school that inflicts damage on an undead you can instead have that undead regain hit points equal to the damage it would have taken from the spell.

Improved Control Undead

At 6th level, the duration of your Control Undead feature increases to 24 hours, additionally undead created by you by cleric spells like animate dead and create undead remain under your control for twice the duration of the spell.

Improved Ward Of Undeath

When you reach 8th level, while you have at least one undead under your control using a cleric spell or cleric feature within 60 feet of you, you are resistant to all damage and have advantage on death saving throws. Additionally, all undead under your control using a cleric spell or cleric feature within 60 feet of you are resistant to all damage and have advantage on all attack rolls.

Channel Divinity: Avatar Of Undeath

Starting at 17th level, if you die you can expend three uses of your Channel Divinity to rise from the dead as an avatar of undeath and regain all your hit points and spell slots, your creature type then becomes undead, your alignment becomes that of your deity and you gain the following features:

You are immune to bludgeoning, piercing, and slashing damage from nonmagical attacks, poison damage, exhaustion, being poisoned, charmed, frightened, paralyzed, and being diseased.
If you succeed on death saving throw you immediately become conscious and regain 1 hit point. 
You don’t need to eat, drink, or breathe, and do not age and you are immune to any magical effect that would effect your age.
You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.
If you are inflicted with necrotic damage or damage from a spell from the Necromancy school you instead regain hit points equal to the damage you would have received.
You are immune to all spells from the Necromancy school unless you choose to be effected by them and immune to any spell or magical effect that would instantly kill you such as the power word kill spell.
You also gain truesight up to 120 feet.
Any creature that hits you with a melee attack takes 3d10 necrotic damage and any humanoid that is reduced to 0 hit points by this effect instantly dies and becomes a zombie under your control and follows all your commands, damage from this effect ignores any resistances the creature has.

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