Otherworldly Patron - The Bone Lord

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Otherworldly Patron

The Bone Lord

From beyond the veil of death, you have made a pact with a being made up of the remains of the dead. Maybe its a Demon, a powerful lich or a deity of undead like Myrkul.

Expanded Spell List

The Bone Lord 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.

Spell level Spell
1 Inflict Wounds, Ray of Sickness
2 Blindness/Deafness, Gentle Repose
3 Speak with Dead, Life Transference
4 Deathward, Evard’s Black Tentacles
5 Antilife Shell, Hallow

Hallowed Strike

With the bone lord as your patron at 1st level, you are able to strike your foes with the power from beyond the grave.

You learn either the Chill Touch or the Toll of the Dead cantrip, and add them to your spell list, they count as a warlock cantrip for you, but not towards your total number of known cantrips.

Whenerver you deal damage with either of the two cantrips, you can add your charisma modifier when you are rolling for damage.

additionally, you can speak with creatures who have been to the other side, you gain the ability to communicate and speak with all undead creatures.

Skeleton Warriors

When you reach level 6, your patron has empowered you to be able to start your own skeleton army.

You can spend 1 minute to reanimate one pile of bones into a skeleton servant (using the "skeleton" statblock found in the Monster Manual), the skeleton is loyal to you, and will carry out your bidding, the skeleton lasts until it dies, or you use 1 action to dispel your magic from it. You can have a number of skeletons animated this way equal to your proficiency bonus minus 1, and if you make more the oldest skeleton will fall apart.

Your patron empowers your skeletons, they each have hit points equal to three times your warlock level and their Dexterity score is equal to your Charisma score. They also use your proficiency bonus instead of their own, and they gain proficiency in simple weapons, martial weapons, light armor and shields.

In combat the skeletons roll for initiative and acts as a group and will do what you tell then to do (no action required). You can communicate with your skeleton telepathically while they are within 100 feet of you.

Death Mark

At 10th level you learn how to leave a mark on your enemies soul that your skeletons can use to strike a deadly blow.

Whenever you deal necrotic damage to a creature you can choose to put a death mark on that creature, you can only have one death mark active at a time.

Whenever one of your skeletons made by the "Skeletons warriors" feature hit a creature with a death mark with a weapon attack, the mark will explode and the target takes an extra 2d6 necrotic damage, and the death mark is removed.

Grave Lord

When you reach 14th level, you have become master of death and undeath, you control your skeletons with might and strike down your foes.

Whenever you cast a spell that deals necrotic damage, you ignore any resistances, and treat immunities as if it was resistance.

Additionally you can appoint one of your skeletons to be a commander. As an action you can choose one of your skeletons made from your "Skeleton Warriors" feature that you can see within 60 feet, for the next minute that skeleton will get the following benefits:

  • It has an extra +2 to its AC, and +4 to all saving throws it makes.
  • It gains 40 temporary hit points.
  • When it takes the attack action on its turn, it can make an extra attack.
  • When a creature within 5 feet of the captain has to make a saving throw against one of your spells, the captain can use its reaction to give that creature disadvantage on its saving throw.

Once you have made a skeleton into a captain you must finish a long rest before you can do so again.

Artist

  • Lich by ArtDeepMind https://www.deviantart.com/artdeepmind/art/Lich-545596034

 

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