Undeath Domain, 2nd Variant (5e Subclass)
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The undeath domain is a deity domain that grants divine spellcasters undeath spell powers.
|1st||Ray of Sickness, Hex|
|3rd||Ray of Enfeeblement, Misty Step|
|5th||Animate Dead, Vampiric Touch|
|7th||Blight, Death Ward|
|9th||Cloudkill, Danse Macabre|
At 1st level you gain proficiency with the medicine skill.
At first level you gain a Warhorse Skeleton mount that you can summon as if casting the Find Steed spell. It gains hitpoints as you level and its hit die is 10. It adds your proficiency bonus to its armor class. At 6th level your mount gains water walking.
Channel Divinity: Charm 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 a bonus action, you may issue a simple command, such as “stay here”, “go there”, “attack him”, or “guard this area” to any mindless undead you have charmed. Once given a command, mindless undead will continue that course of action as long as they remain charmed.
Any intelligent undead which takes damage may repeat their save; if they succeed, the charm effect ends for that creature.
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.
- The duration of Animate Dead increases from 24 to 48 hours
- You can cast Animate Dead once per day without expending a spell slot.
Your ability to command undead heightens. Undead you have charmed through the use of Channel divinity remain charmed indefinitely and intelligent undead may no longer repeat saves upon taking damage.
At the end of each day, intelligent undead may repeat their Wisdom saving throw to end the charm effect. Mindless undead may not.
At 8th level you add your casting ability modifier to the damage of your necromancy spells and you can cast 1st level necromancy spells without expending spell slots.
At 17th level you can cast necromancy spells up to level 3 without expending spell slots, you gain advantage on necromancy spell attacks and targets suffer disadvantage on resisting your necromancy effects.