Cleric
Base Class: Cleric

This is a variant of the Death Domain which focuses more with summoning/controlling undead.

Undeath Domain Spells

Cleric Level

Spells

1st

inflict wounds, false life

3rd

gentle repose, ray of enfeeblement

5th

animate dead, vampiric touch

7th

blight, shadow of moil

9th

raise dead, danse macabre

Bonus Proficiency

When the cleric chooses this domain at 1st level, he or she gains proficiency with martial weapons.

Reaper

At 1st level, the cleric learns the chill touch cantrip if they don't already know it. When the cleric casts a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other.

Channel Divinity: Control Undead

Starting at 2nd level, you can use your Channel Divinity to charm undead.

As an action, you present your holy symbol and invoke the name of your deity. Each undead that can see you within 30 feet of you must make a wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 hour. While charmed by you it cannot harm you, or creatures you designate.

As an bonus action, you may mentally issue a command to any creature charmed by you within 60 feet (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. 

Any undead with an intelligence of 7 or higher may repeat the save when it takes damage. If they succeed, the charm effect ends for that creature.

Empowered Undead

Starting at 6th level, whenever you create an undead using a necromancy spell, or charm one using Channel Divinity, it has additional benefits:

  • The creature’s hit point maximum is increased by an amount equal to your cleric level.
  • The creature adds your proficiency bonus to its weapon damage rolls.

Life Absorb

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any necromancy spell. In addition, if you reduce a creature's hit points to 0 using a necromancy spell, you regain hitpoints equal to half to damage dealt.

Master of Undeath

At 17th level, your ability to command undead heightens. Undead you have charmed through the use of Channel divinity remain charmed indefinitely.

At the end of each day, undead with an intelligence of 7 or higher may repeat their Wisdom saving throw to end the charm effect.

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