At 7th cleric level, you can spend 2 rest dice to compell undead or fiend creatures in a 20ft cone as an action. Valid targets that are in the cone must make a wisdom save.
The DC is equal to 8 + your proficiency bonus + your wisdom bonus.
On a failure, targets are stunned for 1d4 rounds. On a critical failure, targets can be compelled to do as you say for 1d4 rounds.
At 7th cleric level, choose one ability:
Crypt priest - You gain perfect darkvision. You learn undercommon and infernal as languages that you can speak, read, and write. You gain a +3 bonus to checks made to perform rites, rituals, and to concentration checks. Gain resistance to poison damage, or if already resistant, gain immunity.
Shadow priest - You may cause healing spells to deal necrotic damage to targets instead, and can allow spells that target allies to target opponents of your oath, as well as valid targets of your turn undead ability. You gain a +1 bonus to wisdom while in darkness or shadow.
Death priest - Whenever an ally dies within range, you regain 1 rest dice. You may spend 1 rest dice to sanctify a recently deceased humanoid as a 10 minute ritual. After doing so, you regain 2 rest dice and the remains cannot be turned into undead or eldrich entities. Gain a +2 bonus to death saves.
War prophet - You may spend 1 rest dice when rolling initiative to force up to as many allies as your wisdom bonus - 3 (min 1) to reroll initiative. Turn undead can target warriors, mercenaries, and assassins(subject to GM.) in the service of oponents of your oath.
Penetant priest - Your max HP is reduced by 3. You gain 100ft of darkvision and echosight. Turn undead costs 1 less rest dice and allows you to apply either a stun or compulsion on just a failed save, and doubles the duration on a critical failure.
At 8th cleric level, you can you can spend a rest dice to curse a target within 40ft, forcing it to make a wisdom save. On a failure, it is cursed for 1 hour. Other creatures that attack it and are not its allies are healed for 1d6 health.
The target must be either undead, an opponent of your oath(subject to GM,) or a fiend.
At 9th cleric level, you learn secrets of powerful entities, concepts, and magic of a sphere of power of choice. Choose one sphere of choice, then choose an upgrade from within.
Spheres of power:
Abyssal ( accuse and turn undead can target demonic type creatures. )
The name of chaos - you can spend 1 rest dice or 1 lvl worth of spell slots to disturb magic and reality ever so slightly around a target within range as an action. The target must make a wisdom save. On a failure, they are cursed for 1d3 rounds and have one of their resistances or immunities disabled.
Abyssal chains - You can spend 1 rest dice when using accuse to cause the target to also make a strength save. On a failure, ethereal chains restrict the target in place. It can remake the strength save each turn as an action to break free, but doing so causes the target to take 1d6 cold damage and 1d6 necrotic.
The mad myth - When you slay a sentient creature with a soul in combat, you restore 1 rest dice. This is trippled if it was an ally. Your rest dice maximum is increased by 1. You take a -2 penalty to intelligence and a -1 penalty to charisma. You can spend 1 rest dice to trigger an undead constitution effect (roll a constitution save vs damage taken, remain at 5HP on a success) when being redued to 0 HP.
Cosmic ( accuse and turn undead can target cosmic and elemental type creatures, but the DC for such creatures is reduced by 2. )
The ancient tongue - You can speak and comprehend every mundane spoken language, as well as interplanar common. You can spend 1 rest dice when casting a spell with a verbal component to increase its level by 1. This cannot bring them above the max level you can cast.
Sense true nature - Accuse and turn undead can apply an entirely new effect for their duration: If the targets fail the save, you can speak with them telepathically and understand what their intent is, abstractly (Subject to GM,) for the duration. For the duration, you are also innately aware of targets locations.
Celestial curses - Turn undead can now target celestial creatures, but the DC is reduced by 3. It otherwise has a +1 bonus to DC. Your rest dice maximum is increased by 1. You no are immune to compulsion effects made by celestial and fiendish creatures.
Cosmic weight - You can change accuse to
Eldrich ( accuse and turn undead can target eldrich type creatures. )
Psychic manifestations - Targets of your accuse ability can now be interfered with if they fail the save. For the duration of the accuse effect, you can, as a reaction to the target making an attack or casting a spell, force the creature to make a wisdom save, wasting the action on a failure.
Eldrich sight - Gain blindsight at a range of 20ft, gain auravision(can detect magic and the schools and classes of magic) at a range of 40ft. You can cast turn undead as a beam at x3 the range. You always know the location of the accuse target, and can choose to see it and what it is doing as though it was unobstructed by other objects.
Bioexodus - Creatures slain while under the effects of your accuse ability can be turned into a small eldritch slug creature. Its stats are subject to gm, but its mind is lost entirely(subject to GM) and you can choose to terminate it within the first 10 minutes of its creation.
Elder being witness - You may choose to alter the effects of turn undead when using the ability, doing the following: its range is increased by 5 ft. All creatures must also make a dexterity or strength save, becoming ensnared by dark outgrowths that last for the duration of the spell. Creatures can remake the save every turn to break free, but are immobilized otherwise and are not able to blink or teleport out of the tendrils grasp. Creatures slain while grappled leave a thick difficult terrain patch of elderlychen all over their remains.
Infernal ( accuse and turn undead can target infernal and devilish creatures. )
Confession ritual - You can choose to make accuse apply a new and entirely different condition to the target: You can speak as an action or reaction to question the target, forcing it to answer truthfully, or in case of a lie either take 1d12 + your wisdom bonus psychic damage, or be compelled to do a simple physical task of your choice that takes up to 1 round.
Hellwalker - You gain a +3 bonus to saves vs effects and spells from infernal, fiendish, or abyssal creatures. You gain fire immunity. All fire damage you deal is increased by 3.
Purify by flame - You can choose to cause turn undead to deal 5d12 + your wisdom bonus damage instead of applying conditions or curses to the targets that fail the saves.
True nature of forbidden knowledge - Your max HP is reduced by 3. Add up to 3 spells from any class with the word "rune", "runes", or "script" to your list of spells known. Use wisdom as the casting modifier and treat them as cleric spells. Learn 1 language from: infernal, undercommon, abyssal, fiendish, primordial, or elemental.
Undeath ( accuse and turn undead can target abomination type creatures. )
Forbidden life teaching - Learn a spell of any class that creates undead or elemental creatures from remains. It must be level 4 or lower. You can cast it only on creatures that died while subject to your turn undead or accuse ability, but it costs 1 level less in terms of its spell slot use (a lvl 3 spell would require only 2 levels of a spell slot to be cast at 3rd. A lvl 1 spell requires no spell slots to cast on such targets.) Such undead gain advantage to saves made to compell or manipulate them and obey your commands perfectly (Subject to GM.)
Knowledge of stillborn gods - You can spend rest dice as an action to deal 1d10 + your wisdom bonus necrotic damage per dice spent to a target within 30ft, or 1d12 + your wisdom bonus necrotic damage if the target is within melee. You can alternatively use a whole spell slots, using slot levels in place of rest dice. You take 1d4 necrotic damage per dice of damage dealt. The target can make a constitution save to halve the damage, and so can you. The DC is 9 + your prof + your casting modifier bonus. The duration of turn undeads effect is increased by 1 unit category when targeting undead (round > minute > hour > day )
Dark lotus invocation - You gain resistance to necrotic damage. If you are slain by necrotic damage, make an additional death save. On a success, gain a +2 bonus to mental stats and raise as undead. In such cases, so long as you do not break your oath, you can still count as mortal for the purposes of healing spells.
Afterlife economics - When sanctifying(by any means necessary) the corpse of a dead creature that was not your opponent, you may spend 3 rest dice to create a ferryman coin. This can be done once per long rest. A ferryman coin is lost when you would die, allowing you to return to 1 HP within up to 1 hour.
At 10th cleric level gain a +5 bonus to performance checks made to perform deep or guttoral ritual and religious chants. This is detectable from a distance. Entering a deep chant requires 2 + 1d4 turns of chanting even for masters of the art.
If you cast spells while performing a deep chant, you can spend 1 rest dice to increase their durations by 1 unit category, or to increase the number of targets by 1 if the spell originally only has 1 target.
At 10th cleric level, gain an extra upgrade from a learned sphere of power, or learn another sphere of power and gain an upgrade from it.
At 11th cleric level, gain an extra upgrade from a learned sphere of power, or learn another sphere of power and gain an upgrade from it.
At 12th cleric level, gain an extra upgrade from a learned sphere of power, or learn another sphere of power and gain an upgrade from it.
At 12th cleric level, you can force a creature to make a wisdom save as an action. The DC is 13 + your wisdom bonus + your proficiency bonus. On a failure, the target takes 10d10 psychic damage. If this would reduce the target to 0 HP, you may instead choose one of the following:
Destroy the targets remains and grant its soul disadvantage on any checks made to revive or return to life.
Force the target to morph into a creature of a type that turn undead can target. It is cursed to serve you and is always subject to your accuse ability.
Force the creature to explode, forcing creatures within 20ft to take 3d10 force damage, allowing them to make a dexterity save(DC 8 + prof + wisdom bonus) to halve damage.
This can be done a number of times per rest equal to your wisdom bonus - 5 (min 1.)