Sorcerer
Base Class: Sorcerer

Sorcerer of the Grave

Expanded spell list

You learn a few new spells. These do not count against the spells known.

Dark recovery

Whenever you slay a creature, you can use your reaction to heal 1d8 life or gain 1d8 temporary hit points (your choice).

At Higher Levels. You heal an extra 1d8 damage when you get to levels 6, 14, and 18.

Favored enemy

Undead.

Undead Commander

You can use a bonus action and spend 3 SP to summon a zombie or a skeleton.

On each of your turns, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any 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 on its next turn, or you can issue a general command, such as to guard a chamber or corridor. If you issue no commands, the creature takes the dodge action and moves only to avoid harm. Once given an order, the creature continues to follow it until its task is complete.

The creature is under your control for 24 hours, after which you must spend another SP to reassert control. The creature disappears after 1 minute of not having a master. If you have reasserted an undead in this way 3 times, you may keep control indefinitely.

At sorcerer level 18, you are able to summon a minotaur skeleton or an ogre zombie for 5 SP, but you can only have a number of these under your control equal to your charisma modifier (minimum 1).

Become Undead

Starting at level 14, you gain the ability to transform partly into undead for 1 minute. While you are in your undead form, you gain resistance to necrotic damage, immunity to poison damage and the poisoned condition, and you have a special ability to stay alive even when you die. Whenever you drop to 0 hit points, but are not killed outright, you stay conscious, and you do not make death saves, as though you were still alive. At the end of your each of you turns while at 0 hit points, you must make a charisma saving throw, DC 15 + the number of turns you've been at 0 hit points. Whenever you are dealt any damage, you must also make a saving throw, DC 5 + the damage taken. If you fail, you are transformed back into your normal form. If you have 0 hit points when you revert, you die and suffer a death penalty and a level of exhaustion. You can only use this ability once per long rest.

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