The Dark magic that binds the corpse is permanent. The inferius will only deanimate if you die or if it is destroyed.

As a bonus action, you can mentally command any of your inferi if one is within 60 feet of you (if you control multiple, you can command any or all with the same command). You decide its action and movement during its next turn, or you can issue a general command, such as to guard a particular corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

Inferi Ritual. By focusing for 10 minutes and expending a 5th level spell slot, this ritual creates an undead servant. Choose a corpse of a Medium or Small humanoid you can touch. Your spell imbues the target with a foul mimicry of life, raising it as an inferius (the HM has the creature’s stats).

Heightened Darkness. You are able to use the Heightened Spell metamagic when casting a Dark spell, whether it's one of your metamagic options or not. When you use the Heightened Spell metamagic on a Dark spell, it costs 1 sorcery point.

Empowered Darkness. When you have Empowered Spell as one of your metamagic options and use it on a Dark spell, it costs 0 sorcery points.

Corruption Effects

d6 Mild Effects 1 Hoarder 2 Compulsive 3 Cough 4 Reckless 5 Scent of Decay 6 Mildly Phobic d8 Severe Effects 1 Phobic 2 Jittery 3 Unnatural Pallor 4 Paranoid 5 Crimson Pupils 6 Distracted 7 Hallucinations 8 Sadistic

Compulsive. You begin to exhibit a mild, compulsive ritual of the HM's choice, likely associated with some fear. This can manifest as quadruple-checking locks and defensive measures, inspecting behind curtains, doors, and bushes for hidden attackers, or refusing to consume anything until you can get a small animal to test it for poison, for example. You take 1.5 times as long to complete a short rest.

Cough. You develop an uncontrollable cough that creeps up every now and then. You have disadvantage on Dexterity (Stealth) checks.

Crimson Pupils. Your eyes are bloodshot and in the right lighting, even the blackest part of your pupils seem to shine red. You have disadvantage on attack rolls when you are facing the sun or a bright light.

Distracted. Your mind has grown scattered and easily clouded. You have disadvantage on Intelligence ability checks, except for Intelligence saving throws.

Hallucinations. Strange visions and sourceless whispers occasionally tug at your perception. You have disadvantage on Wisdom (Perception) checks.

Hoarder. You are compelled to collect anything that might be remotely useful in protecting you from your greatest fears. Appropriate items stumbled upon must be gathered and carried, if able, until at carrying capacity.

Jittery. You become far too easy to spook or startle. You have disadvantage on initiative rolls.

Mildly Phobic. You begin to obsess over a specific creature or person, believing them to be the cause of your demise. During the first round of combat with a creature of the chosen type, you are frightened.

Paranoid. You no longer trust the people you meet. You do not count as a "friendly" creature to strangers and acquaintances, and they do not count as "friendly" to you, in regards to abilities or spells. The only creature your beneficial spells and abilities can target is yourself and your closest allies.

Phobic. A specific creature or person invades your dreams, turning them to nightmares. When you enter combat with a creature of the chosen type, you must make a Wisdom saving throw (DC is 10 + your total corruption points). On a failure, you are frightened of them for 1 minute.

Reckless. You've become impulsive in the face of dangerous situations. The first attack made against you in any combat encounter has advantage on the attack roll.

Sadistic. Your bloodlust makes you become entranced by the pain you cause. Whenever you deal damage, the next attack made against you by anything other than the creature you damaged has advantage on the attack roll.

Scent of Decay. Your body has begun to emit a faint stench of death. You have disadvantage on Charisma (Persuasion) checks.

Unnatural Pallor. Your skin has become pale and waxy and your features oddly distorted. You have disadvantage on Charisma ability checks, except for Charisma (Intimidation) and Charisma saving throws.