Source: Undead Classes
Author: Mandramas

Texto
| Mummy Domain Spells | |
|---|---|
| Cleric Level | Spells |
| 1st | False Life, Ray of Sickness |
| 3rd | Blindness/Deafness, Ray of Enfeeblement |
| 5th | Animate Dead, Vampiric Touch |
| 7th | Blight, Death Ward |
| 9th | Antilife Shell, Cloudkill |
Reborn as Mummy
When you choose this archetype at 1st level, you can elevate yourself as a Mummy, becoming an immortal undead following a ritual that requiere your own demise. In order to perform this ritual, you need to be dead (you can be sacrified during the course of the ritual), and mummified by another willful cleric, that needs to be previously trained by you. If you back as an undead, you gain the following features from that moment:
- You are considered an undead creature, and lost the humanoid type. This means that you are immune to spells that target only humanoids (like charm person) but you are now affected by spells that targets undead.
- You have immunity to Necrotic and Poison damage.
- You have vulnerability to Fire damange.
- You have inmunity to conditions Exhaustion and Poisoned
Unless is specified, you gain all other features of this subclass either if you are an undead or you remain alive.
Rotting Fist
At 1st level, you can roll a 1d6 in place of the normal damage of your unarmed strike. When you hit a creature with your unarmed strike attack, you can expend one spell slot to deal necrotic damage to the target, in addition to the bludgeoning damage. The extra damage is 1d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 5d6.
Channel Divinity: Dreadful Glare
Starting at 2nd level, you can use your Channel Divinity to instill fear in the heart of your enemies.
As an action, you choose one creature you can see within 60 feet of you, cursing it until the end of your next turn. The creature must succeed on a Wisdom saving throw. If it fails, it become paralized for until the end your next turn. If it succeed, the creature instead become frightened for the same duration.
Mummy Rot
At 6th level, you can roll a 2d6 in place of the normal damage of your unarmed strike. When you deal necrotic damage with your unarmed strike to an creature that is not an undead or construct, it must succeed on a Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 3d6 for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.
Macabre Ointment
Starting at 8th level, you have resistance from Bludgeoning, Piercing, and Slashing damage from Nonmagical Attacks. You have inmunity to conditions Charmed, Exhaustion, Frightened and Paralyzed. You have darkvision 60 ft.
Rejuvenation
Starting when you reach 14th level, when you dies, you gains a new body in 24 hours if your heart is intact, regaining all its hit points and becoming active again. Your new body appears within 5 feet of the heart. You can deattach your heart and store it in any protected place you want.
Lord of the Mummies
Starting at 17th level, you gain the following reactions:
- Blinding Dust: Blinding dust and sand swirls magically around you. Each creature within 5 feet of you must succeed on a Constitution saving throw or be blinded until the end of the creature's next turn.
- Blasphemous Word: You utter a blasphemous word. Each non-undead creature within 10 feet of you that can hear the magical utterance must succeed on a Constitution saving throw or be stunned until the end of your next turn.
- Channel Negative Energy: You magically unleashes negative energy. Creatures within 60 feet of you, including ones behind barriers and around corners, can't regain hit points until the end of your next turn.
- Whirlwind of Sand: You magically transform into a whirlwind of sand, move up to 60 feet, and revert to yout normal form. While in whirlwind form, you are immune to all damage, and you can't be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by you remain in your possession.