The Undying
You've made a pact with a deathless being, a creature that defies the cycle and life and death, forsaking its mortal shell so it might eternally pursue its unfathomable ambitions. For such beings, time and morality are fleeting things, the concerns of those for whom grains of sand still rush through life's hourglass. Having once been mortal themselves, these ancient undead know firsthand the paths of ambition and the routes past the doors of death. They eagerly share this profane knowledge, along with other secrets, with those who work their will among the living.
Beings of this type include Vecna: The Whispered One, the demilich Acererak, the vampire tyrant Kas: the Bloody-Handed, the undead pharaoh Ankhtepot, and the elusive Darklord: Azalin Rex.
* If you know Summon Undead, you can cast it without concentration; however, casting the spell in this way reduces its duration to 10 minutes.
Your Book of Shadows can now be inscribed with many more spells in much the same way a wizard's spellbook can. When you find a spell from the Illusion or Necromancy schools of magic, you can add it to the book if the spell’s level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 sp for the rare inks needed to inscribe it. The spells appear in the book and don't count against the number of spells you know. You can cast any inscribed spell using your warlock spell slots, as long as you have your Book of Shadows.
When you are wearing your pact shroud, you can add your Charisma modifier to death saving throws.
Whenever your familiar is reduced to 0 Hit Points, it instead returns to its maximum hit points as a ghostly version of its previous form. It then disappears if it's reduced to 0 hit points again.
Whenever you reduce a hostile creature to 0 Hit Points and kill it with your Pact Weapon, you can reap its soul, capturing it. You can have up to three captured souls. Whenever you finish a long rest, all souls you have captured are released. You gain a bonus to your Armor Class equal to the number of souls you have captured. Additionally, once per turn whenever you make an attack roll and miss, you can expend a soul to add 1d6 to your roll, potentially turning a miss into a hit.
If you are wearing your pact shroud, you can cast feign death on yourself at will without expending a spell slot. Once you use this invocation, you can't use it again until you finish a long rest.
If the wearer of your Talisman would fall to 0 Hit Points, they can choose to instead drop to 1 Hit Point. Once a creature uses this feature, it cannot be used again until you finish a short or long rest.
Expanded Spell List
The Undying grants you an expanded list of spells. These spells don’t count against your number of spells known. If you have a pact spell that doesn’t appear on the warlock spell list, the spell is nonetheless a warlock spell for you.Spell Level | Spells |
---|---|
1st | Bane, False Life |
2rd | Blindness/Deafness, Silence |
3rd | Phantom Steed, Summon Undead* |
4th | Death Ward, Greater Invisibility |
5th | Cloud Kill, Contagion |
Languishing Blast
Your eldritch blast steals the life force away from your opponents. Whenever you score a critical hit with your eldritch blast, you regain a number of Hit Points equal to half the damage dealt. Additionally, you can choose to deal necrotic damage, instead of force, for your eldritch blast.Form of Dread
Beginning at 1st level, you manifest an aspect of your patron's dreadful power. As a bonus action, you transform for 1 minute. You gain the following benefits while transformed:- You gain temporary hit points equal to 1d10 + your warlock level.
- Once during each of your turns, when you hit a creature with an attack roll, you can force it to make a Wisdom saving throw, and if the saving throw fails, the target is frightened of you until the end of your next turn.
- You are immune to the frightened condition.
Grave Touched
Starting at 6th level, you have the power to stave off death, and usher foes ever closer to their own. You can regain hit points equal to 1d8 + your Constitution modifier (minimum of 1 hit point) when you succeed on a death saving throw. Once you use this feature, you can’t use it again until you finish a long rest. In addition, once during each of your turns, when you hit a creature with an attack roll and roll damage against the creature, you can replace the damage type with necrotic damage. While you are using your Form of Dread, you can roll one additional damage die when determining the necrotic damage the target takes.Undying Nature
At 10th level, your connection to undeath and necrotic energy now saturates your body. You have resistance to necrotic damage. If you are transformed using your Form of Dread, you instead become immune to necrotic damage. In addition, you don't need to eat, drink, or breathe, and you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.Living Death
When you reach 14th level, you partake in the true secrets of the Undying: transcending the mortal form. As an action, or when assuming your form of dread, you can transform your body into a spectral version of yourself for up to 1 hour. When in this form you gain the following benefits:- If your drop to 0 hit points, you no longer go unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points; however, the results of death saving throws do not take effect until the form ends.
- When you cast a spell from the illusion or necromancy schools, the spell doesn't require verbal or somatic components, or material components that lack a gold cost.
- You have a flying speed equal to your walking speed, and can hover. You can move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object.
- While you are using your Form of Dread, once during each of your turns when you deal necrotic damage to a creature, you regain hit points equal to half the amount of necrotic damage dealt.
Undying Exclusive Invocations
Book of the Dead
Prerequisite: Pact of the Tome featureYour Book of Shadows can now be inscribed with many more spells in much the same way a wizard's spellbook can. When you find a spell from the Illusion or Necromancy schools of magic, you can add it to the book if the spell’s level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 sp for the rare inks needed to inscribe it. The spells appear in the book and don't count against the number of spells you know. You can cast any inscribed spell using your warlock spell slots, as long as you have your Book of Shadows.
Death’s Veil
Prerequisite: Pact of the Shroud featureWhen you are wearing your pact shroud, you can add your Charisma modifier to death saving throws.
Profane Rebirth
Prerequisite: Pact of the Chain featureWhenever your familiar is reduced to 0 Hit Points, it instead returns to its maximum hit points as a ghostly version of its previous form. It then disappears if it's reduced to 0 hit points again.
Reaper’s Blade
Prerequisite: Pact of the Blade featureWhenever you reduce a hostile creature to 0 Hit Points and kill it with your Pact Weapon, you can reap its soul, capturing it. You can have up to three captured souls. Whenever you finish a long rest, all souls you have captured are released. You gain a bonus to your Armor Class equal to the number of souls you have captured. Additionally, once per turn whenever you make an attack roll and miss, you can expend a soul to add 1d6 to your roll, potentially turning a miss into a hit.
Shroud of the Living Dead
Prerequisite: 7th level, Pact of the Shroud featureIf you are wearing your pact shroud, you can cast feign death on yourself at will without expending a spell slot. Once you use this invocation, you can't use it again until you finish a long rest.
Undying Fortitude
Prerequisite: 5th level, Pact of the Talisman featureIf the wearer of your Talisman would fall to 0 Hit Points, they can choose to instead drop to 1 Hit Point. Once a creature uses this feature, it cannot be used again until you finish a short or long rest.
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