Domain Spells (Death)
|1st||dead man’s hands, false life|
|3rd||ghostly howl, soul shield|
|5th||delay death, speak with dead|
|7th||death ward, negative energy aura|
|9th||antilife shell, raise dead|
Acolyte of the Death
At 1st level, you know the spare the dying cantrip. You are proficient in martial weapons.
Channel Divinity: Stay Death’s Hand
Starting at 2nd level, you can use your Channel Divinity to prevent a creature from dying. Any time a creature makes a death saving throw, as a reaction you grant that creature a number of hit points equal to twice your cleric level. Furthermore, any failed death saving throws of the creature are removed.
Blessing of the Dead
Starting at 6th level, you may choose a cantrip and one necromancy spell from any spell list of every spell level you know and add it to your memorized spells, up to 5th level. Finally, any necromancy cantrip you cast does extra damage equal to your Wisdom modifier.
The power of Death infuses your weapon attacks. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
At 17th level, you no longer age. You are immune to necrotic damage as well as any effect that lowers your hit point maximum. Finally, you may fade into the realm of spirit at will by spending an action. While in spirit form you can fit through openings of 1 inch square or larger, you have a +10 bonus on Dexterity (Stealth) checks, and you have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. However, while in spirit form you can’t speak or interact with anything in a physical manner, and you are vulnerable to radiant damage.
Dead Man’s Hands (BoLS, pg. 40): Hands become claws that do 1d6 slashing damage plus potentially poison unless a Constitution saving throw is made.
Ghostly Howl (BoLS, pg. 63): Howling spirits cause disadvantage in a 20-foot radius on ability checks and attack rolls until the end of your next turn unless Wisdom saving throw is made. Otherwise targets have disadvantage on next attack roll.
Soul Shield (BoLS, pg. 110): Sacrifice a number of hit points and gain back double as temporary hit point. While you have temps gain advantage on Dexterity and Constitution saving throws.
Delay Death (BoLS, pg. 42): Creature can act even after dropping to 0 hit points and doesn’t fail death saving throws while taking damage.
Negative Energy Aura (BoLS, pg. 90): When a creature within 5 feet of you hits you with a melee attack, they take 2d8 necrotic damage.