Warlock: The Undead in The True Dark Ages | World Anvil

Warlock: The Undead

You've made a pact with a deathless being, a creature that defies defies the cycle of life and death, forsaking it's mortal shell so that it might eternally pursue it's unfathomable ambitions. For such beings, time and mortality are fleeting things, the concerns of those for whom grains of sand still rush through life's hourglass. Having been mortal once themselves, these ancient undead know first-hand 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 the demilich Acererack, the vampire tyrant Kas the Bloody-Handed, the githyanki lich-queen Vlaakith, the dracolich Dragotha, the undead pharaoh Anktepot, and the elusive Darklord, Azalin Rex.   EXPANDED SPELL LIST 1st-level Undead feature The Undead lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
UNDEAD EXPANDED SPELLS
Spell Level Spells
1st Bane, False Life
2nd Blindness/Deafness, Phantasmal Force
3rd Phantom Steed, Speak With Dead
4th Death Ward, Greater Invisibility
5th Antilife Shell, Cloudkill
  FORM OF DREAD 1st-leven Undead Feature You manifest an aspect of your patron-s dreadful power. As a bonus action, you transform for 1 minute. You gain the following benefits when transformed:
  • You gain temporary hit points equal to 1d10 + your warlock's 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.
You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. The appearance of your Form of Dread reflects some aspect of your patron. For example, your form could be a shroud of shadows forming the crown and robes of your lich patron, or your body might glow with glyphs from ancient funerary rites and be surrounded by desert winds, suggesting your mummy patron.   GRAVE TOUCHED 6th-level Undead feature Your patron's power has a profound effect on your body and magic. You don't need to eat, drink, or breathe. In addition, once during each of your turns, when you hit a creature with an attack roll and roll damage against a 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.   NECROTIC HUSK 10th-level Undead feature 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 become immune to necrotic damage instead. In addition, when you would be reduced to 0 hit points, you can use your reaction to drop to 1 hit point instead and cause your body to erupt with deathly energy. Each creature of your choice that is within 30 feet of you takes necrotic damage equal to 2d10 + your warlock level. You then gain 1 level of exhaustion. Once you use this reaction, you can't do so again until you finish 1d4 long rests.   SPIRIT PROJECTION 14th-level Undead feature Your spirit can become untethered from your physical form. As an action, you can project your spirit from your body. The body you leave behind is unconscious and in a state of suspended animation. Your spirit resembles your mortal form in almost every way, replicating your game statistics but not your possessions. Any damage or other effects that apply to your spirit or physical body affects the other. Your spirit can remain outside your body for up to 1 hour or until your concentration is broken (as if concentrating on a spell). When your projection ends, your spirit returns to your body or or your body magically teleports to your spirit's space (your choice). While projecting your spirit, you gain the following benefits:
  • Your body and spirit gain resistance to bludgeoning, piercing, and slashing damage.
  • When you cast a spell of the Conjuration or Necromancy school, 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 object as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or object.
  • While your 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 necrotic damage dealt.
Once you use this feature, you can't do so again until you finish a long rest.

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