Cleric - Death Domain (neutral)

Many Clerics view Life and Death as the direct tools of Good and Evil, with one opposing the other. But some Clerics simply view death as "that which is". They treat death as something beautiful in itself, something to be studied, something to be preserved. Clerics of this order universally despise the undead believing it to be an offense against death itself.

Death Domain Spells
Cleric Level Spells
1st bane, false life
3rd gentle repose, silence
5th feign death, speak with the dead
7th death ward, phantasmal killer
9th antilife shell, dispel evil and good

Knowledge of Flesh

At 1st level, you gain the cantrip Spare the Dying if you did not already have it. You also gain proficiency in the Investigation and Medicine skills, as well as proficiency with the Herbalism kit. Whenever you use those skills for diagnostic or investigative purposes on the dead your proficiency bonus is doubled..

Channel Divinity: You Shall Not Rise

At 2nd level, you can expend a use of Channel Divinity to create a 30-foot-radius aura centered on yourself for one minute or for as long as concentration is maintained, whichever comes first. No dead creatures within the aura can rise as any kind of undead.

Death Turns Away

At 6th level, you double your proficiency bonus when calculating your target DC for your Turn Undead ability.

Death Calls

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. 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.

Death Waits Patiently

At 17th level, when you fail your last death save, suffer catastrophic damage, or suffer circumstances that would normally result in your death, you can use your reaction to spend a spell slot of 3rd-level or higher. At the start of your next turn, you are affected by the spell Revivify, even if you did not have that spell prepared.

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