Death is but another font of worship, and there are powerful entities of death who’s cold, dark whispers can be heard from afar. Whether you worship as a dark priest of the Lich King, one of the death loa of the trolls, or some force that calls from the shadowlands, you wield the powers of death as expertly as a holy priest wields the power of the light.
Priest Level - Spells
1st - Bane, Inflict Wounds
3rd - Gentle Repose, Ray of Enfeeblement
5th - Shadowburn, Speak with Dead
7th - Blight, Death Ward
You gain the Hand of Decay cantrip. This does not count towards your maximum number of cantrips known.
Also at 1st level, you gain proficiency with Constitution saving throws. You and all allies within 30 feet of you add your proficiency bonus to death saving throws.
Starting at 2nd level, you can use an action to invoke your Channel Calling. Target one undead creature you can see within 30 feet of you. The target must make a Wisdom saving throw. On a failed save, the target must obey your commands for the next 24 hours, or until this devotion option again. An undead whose challenge rating is equal to or greater than your cleric level is immune to this effect.
Starting at 6th level, the priest's ability to channel death magic becomes more potent. Necrotic damage dealt by the character's priest spells ignores resistance to necrotic damage.
Also starting at 6th level, any undead that are under your control, such as by a spell to raise the dead or your Control Undead feature will gain the following benefits:
The creature's hit point maximum is increased by an amount equal to your Priest Level plus your Charisma Modifier.
The creature uses your proficiency bonus for it's Attack Rolls, and adds half your proficiency bonus (rounded down) to your Damage Rolls.
At 10th level, you learn how to weave the death magic into a protective barrier around yourself and your thralls.
Whenever you take damage and have an undead creature under your control within 5 feet of you, you may use your reaction to take half the triggering damage and have the undead creature you control take the same amount. This damage may not be negated or avoided in any way. If using this ability causes your minion to fall to 0 hit points you gain hit points equal to twice your wisdom modifier.
Once you use this feature it may not be used again till you finish a short or long rest.
Your power over death has become so mighty that the conventional means of repelling undead no longer hinder you nor your horde.
At 18th 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 Forbiddance now require your undead minions to make a Charisma saving throw against the relevant spellcaster's spell save DC. 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 or ability's effects. 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.
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.