Undeath Domain, 3rd Variant (5e Subclass)
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|1st||bane, inflict wounds|
|3rd||gentle repose, darkness|
|5th||animate dead, speak with dead|
|7th||blight, death ward|
|9th||negative energy flood, raise dead|
When you choose this domain at 1st level, you gain resistance to necrotic damage.
Channel Divinity: Dominate Undead
Starting at 2nd level, you can use your Channel Divinity to dominate 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 dominated by you for 1 minute. While dominated by you it cannot harm you, or creatures you designate.
As an 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 dominated. Once given a command, mindless undead will continue that course of action as long as they remain dominated.
Any intelligent undead which takes damage may repeat their save; if they succeed, the domination effect ends for that creature.
Starting at 6th level, whenever you create an undead using a necromancy spell, or dominate one using Channel Divinity, it has additional benefits:
- The creature’s hit point maximum is increased by an amount equal to your cleric level times 2.
- The creature adds your wisdom modifier divided by 2 (rounded up) to its attack and damage rolls.
Over the course of your studies, you have learned many of the nuances that summoning the undead entails, and become skillful enough to use them to your benefit.
Starting at 8th level, the length of time that any undead you create or reassert control over with Animate Dead or Create Undead remains under your control increases from 24 hours to 48 hours, and such undead can be given mental commands from an additional 60ft away. At level 12, these bonuses increase to 72 hours and an additional 120ft away, respectively.
Master of Undeath
Your power over undeath has become so mighty that the conventional means of repelling undead no longer hinder you nor your horde.
At 17th level, any undead you create, reassert control over, or dominate gains advantage on all saving throws to resist spells and abilities that specifically target undead or evil creatures, such as Turn Undead, Dispel Evil and Good, or Temple of the Gods.
In addition, any spells or abilities that specifically target undead or evil creatures that do not require a saving throw or successful spell attacks such as Protection from Good and Evil, Detect Evil and Good, Magic Circle, or Forbbidance now require your undead minions to make a saving throw with a DC equal to the spellcaster or ability user's Spell Save DC (the DM chooses the appropriate type of saving throw). Your minions do not gain advantage for such saving throws from Master of Undeath. If your minion(s) succeed on the saving throw, they are not affected by that spell's or ability's effects, and any damage that would be dealt to them by it is halved. If they fail, they suffer the full effects of that spell or ability and automatically fail their saving throw against that spell or ability for the next 24 hours. These saving throws are made the first time such a spell or ability would affect your minions.
You may order your minion to intentionally fail their saving throws when such spells or abilities are used on them, but they must decide whether or not each spell or ability in question follows the guidelines you set for them. Mindless undead can only be expected to follow simple guidelines, such as "don't resist any spells I cast on you", or "allow the Hallow spell to affect you".
Note that these bonuses do not apply to spells or abilities that do not specifically target either undead or evil creatures when used. Casting Locate Creature and describing an undead creature, for example, is not affected by Master of Undeath.