Undeath (5e Subclass)
From D&D Wiki
Your magic comes from your Undead nature, either you are an undead creature or one of your ancestors was.
You are partially undead: You have unnatural resilience. This is beneficial, but costly, as your skin takes on a deathly pallor and several of your bodily functions cease. You no longer need to breathe. Necrotic damage heals you but you can not benefit from healing magic like cure wounds. You have a weakness to radiant damage.
Additionally, you can easily recover from horrific trauma. You can't be incapacitated or killed due to dismemberment or decapitation. If one of your body parts is severed but is still intact, you can hold it to the stump, and two instantly knit together. Lastly, you no longer take additional damage from critical hits.
Expanded Spell Lists
You gain access to the following spells. They are sorcerer spells for you.
|2nd||Ray of Enfeeblement|
At 1st level, you have an undead companion. It can be either a skeleton or a zombie. Your companion takes the base stats of its chosen form. At first level you can increase one of its ability scores by 3 and it obtains an ability score improvement whenever you obtain one. It's hit die is 8 and its "level" is equal to yours. Your companion acts on its own but you can give it commands with a free action. You can heal your companion with necrotic damage and you can repair it to full hitpoints when you take a long rest, reanimating it if it was destroyed in combat.
As an action, the sorcerer targets one undead creature he or she can see within 30 feet of him or her. The target must make a Wisdom saving throw. On a failed save, the target must obey the sorcerer’s commands for the next 24 hours, or until the sorcerer uses this feature again. An undead whose challenge rating is equal to or greater than the sorcerer’s level is immune to this effect.
As an action, the sorcerer channels the darkest emotions and focuses them into a burst of magical menace. Each creature of the sorcerer’s choice within 30 feet of the sorcerer must make a Wisdom saving throw if it can see the sorcerer. On a failed save, the target is frightened of the sorcerer for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from the sorcerer, it can attempt another Wisdom saving throw to end the effect on it.
At 6th level you can spend your sorcery points to cast Animate Dead a spell slot higher for each point expended.
At 6th level, necrotic damage you deal ignores resistance. Additionally, when rolling necrotic damage, you can treat any 1 on the die as a 2.
Aura of Hate
Starting at 7th level, the sorcerer, and undead within 10 feet of the sorcerer, gains a bonus to melee weapon damage rolls equal to the sorcerer’s Charisma modifier (minimum of +1). A creature can benefit from this feature from only one sorcerer at a time.
At 18th level, the range of this aura increases to 30 feet.
At 14th level you are always treated as if under the effect of a Mindblank spell.
At 18th level you gain immunity to piercing, slashing and bludgeoning damage from non magical weapons and immunity to cold. You stop aging and will never die of old age. You don't require sleep, food or water.
At 20th-level, the sorcerer can, as an action, surround himself or herself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around the sorcerer to dim light. Whenever an enemy that is frightened by the sorcerer starts its turn in the aura, it takes 4d10 psychic damage. Additionally, the sorcerer and creatures he or she chooses in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow.
While the aura lasts, the sorcerer can use a bonus action on his or her turn to cause the shadows in the aura to attack one creature. The sorcerer makes a melee spell attack against the target. If the attack hits, the target takes necrotic damage equal to 3d10 + the sorcerer’s Charisma modifier.
After activating the aura, the sorcerer can't do so again until he or she finishes a long rest.