Undeath (5e Subclass)
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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. You become vulnerable to radiant damage and gain resistance to necrotic damage.
In addition, if one of your body parts is severed, you can hold it to the stump, and two instantly knit together.
Expanded Spell Lists
Your undead nature give you the option to learn some additional necromancy spells. When your Spellcasting feature lets you learn a sorcerer spell of 1st level or higher, you can select the spell from the following list of spells, in addition to the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
|2nd||ray of enfeeblement|
At 1st level, you can perform a sinister ritual, over the course of 1 hour, to raise an undead companion. You need a dead body of medium size and 25 golden pieces worth of material to perform the ritual. It can be either a skeleton or a zombie. In combat, the undead companion shares your initiative count, but takes its turn immediately after yours. The undead companion can take actions as normal, but cannot attack, unless you forgo one of your own attacks to allow your undead companion to use its reaction to make one attack of its own.
Your undead companion uses your proficiency bonus rather than its own. It also add your proficiency bonus to its damage rolls and to its AC. For each level you gain after the 2nd, your undead companion gains an additional hit die and increases its hit points accordingly.
You can see through your undead companion eyes and cast spells from the necromancy school as though you were in the undead companion space. Your undead companion must be within 60 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your spell attack modifier for the roll.
Whenever you gain the Ability Score Improvement class feature, your undead companion’s abilities also improve. Your undead companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your undead companion can’t increase an ability score above 20 using this feature.
If the chill touch spell is cast on it, it regains a number of hit points equal to the number rolled on the damage die.
If your undead companion is reduced to 0 hit points, you can't summon another until you complete a long rest or until you spend a spell slot of 1st level or higher to perform the ritual again.
Master of Shrouds
At 6th level, you can, as an action on your turn, spend 2 sorcery points to use one of the following features. Once you use any of them, you can't do it again until you complete a short or a long rest
- Control Undead
As an action, you target one undead creature you see within 30 feet. 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. Once you use this feature, you can't use it again until you complete a long rest.
- Dreadful Aspect
As an action, you can channel the darkest emotions and focus them into a burst of magical menace. Each creature of your choice within 30 feet must make a wis saving throw, if it can see you. On a failed save, the target is frightened of by you for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from you, it can attempt another wis saving throw to end the effect on it.
At 14th level, necrotic damage you deal ignores resistance. Additionally, when rolling necrotic damage, you can treat any 1 on the die as a 2. In addition, your Undead Companion gain a bonus to his melee weapon damage rolls equal to your cha modifier, while he is within 30 feet of you.
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.