You learn to force recently dead and fleeting spirits into your service rather than allowing them to pass to the other side. When a creature within your aura dies, you may use your reaction to force its soul back into its body, creating a zombie with 1 hit point. The zombie gains the following benefits:
- the zombie gains a number of temporary hit points equal to your charisma modifier + your level
- the zombie retains the benefit of any armor or weapons it was using while it was alive
- the zombie gains a bonus to its attack rolls equal to your proficiency bonus
- when the zombie dies, any creature within a 5-foot radius must make a dexterity saving throw against your paladin spell save DC. On failure, the creature takes 3d4 bludgeoning damage as body parts fly into it. On success, you are able to take advantage of a creature's lowered guard and overwhelm it with necrotic magic dealing 1d6 necrotic damage to the target (no action required).
You may have a total number of zombies equal to your proficiency bonus at one time. The zombies do not eat, sleep, or breathe, and stay with you until they or you are destroyed. While at least one zombie is alive, it warns you of danger, granting you advantage on dexterity saving throws. Roll initiative for the zombies as a group. They all act simultaneously, following any verbal command you give them to the best of their ability. If they have completed their most recent command and not been given another one, the zombies defend themselves and you from attack.
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