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DARK PATRONS REVISITED
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The Undying
Expanded Spell List
The Undying 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.
Level | Spells |
---|---|
1 | Mage Armor, Dissonant Whispers |
2 | Augury, Blindness/Deafness |
3 | Life Transference (Xan)*, Speak with Dead |
4 | Aura of Life, Death Ward |
5 | Raise Dead, Legend Lore |
*Revivify PHB
Merciful, Indomitable, Enduring
1st-level Undying feature
The Undying and their minions demand you develop the gifts key to survival as one of their pledged servants. You learn the Spare the Dying cantrip to preserve your allies and your own servants, which counts as a warlock cantrip for you. You gain proficiency in the use of Shields - to ward yourself. And you have advantage on Death Saving Throws - for when all else has failed.
Archive of the Lost
1st-level Undying feature
You may tap in to the well of knowledge that your Patron represents. As an action, you may petition your Patron to tap into a fragment of their reservoir of knowledge and expertise. The next action or activity based on an intelligence or wisdom based skill or tool can be made with advantage, and adds double any ability score bonus you have which would apply. The potential to use this benefit expires after 1 hour or at the completion of your next rest.
You regain use of this ability after completion of a short or long rest.
Defy Death
6th-level Undying feature
You can grant vitality when you cheat death or when you help someone else cheat it. When you stabilize a creature with Spare the Dying you may choose to restore a number of hit points up to your Warlock Level. When you succeed on a death saving throw you may choose to recover a number of hit points up to your Warlock Level.
Once you use this feature, you can't use it again until you finish a short or long rest.
Additionally, undead have difficulty harming you. If an undead targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (an undead needn't make the save when it includes you in an area effect, such as the explosion of Fireball). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. An undead is also immune to this effect for 24 hours if you target it with an attack or a harmful spell.
Undying Nature
10th-level Undying feature
Your Patron's undying nature begins to influence your Body. You can hold your breath indefinitely, and you don't require food, water, or sleep - and cannot be magically put to sleep - although you still require rest to reduce exhaustion and still benefit from finishing short and long rests.
You gain advantage against spells or abilities which cause the Charmed, Frightened, or Paralyzed conditions. Your maximum hit points cannot be reduced, and you cannot die from Exhaustion.
Indestructible Life
14th-level Undying feature
You partake of some of the true secrets of the Undying. 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.
Once on your turn while not unconscious, you can regain hit points equal to 2d6 + your warlock level. Additionally, you are cured of 1 condition of your choice when you use this feature, and if you place a severed body part of yours back in place when you use this feature the part reattaches. You can use this feature a number of times equal to your proficiency modifier.
You regain all uses of this feature upon completion of a long rest.
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The Undead
Expanded Spell List
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.
Level | Spells |
---|---|
1 | Bane, Ray of Sickness |
2 | Blindness/Deafness, Phantasmal Force |
3 | Phantom Steed, Speak with Dead |
4 | Death Ward, Greater Invisibility |
5 | Anti-Life Shell, Cloudkill |
Grave Touched
1st-level Undead feature
Your patron’s powers have a profound effect on your body and magic. When you hit a creature with an attack and roll damage against the creature, you can replace the damage type with necrotic damage.
In addition, once per turn when you deal necrotic damage, you can roll one additional damage die when determining the necrotic damage the target takes. You may add this additional damage a number of times equal to your proficiency modifier, and you regain all uses of this ability upon completion of a short or long rest.
You have advantage on any saves against a spell, ability, or attack which causes the frightened condition.
Form of Dread
6th-level 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 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, 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 face might transform into bat-like features due to your vampire patron.
Mortal Husk
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, when you are reduced to 0 hit points, you can cause your body to explode. Each creature within 30 feet of you takes necrotic damage equal to 2d10 + your warlock level. You then revive with 1 hit point in your previous space, along with your carried items and equipment, and you gain 1 level of exhaustion. Once you revive this way, you can’t do so again until you finish 1d4-1 long rests (a '0' meaning the ability is immediately available again).
Spirit Projection
Your body is now simply a vessel for your spirit. 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. To all observation it appears dead.
Your spirit appears in a space adjacent to your body, as a hazy, translucent copy of your living form and 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 your body magically teleports to your spirit’s corresponding location on the material plane (your choice).
While projecting your spirit, you gain the following benefits:
• Your spirit and body gain resistance to bludgeoning, piercing, and slashing damage. Your spirit form gains advantage in saves against effects causing the following conditons: Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Restrained.
• When you cast a spell of the conjuration or necromancy school, the spell doesn’t require verbal, somatic, 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.
Once you use this feature, you can’t do so again until you finish a long rest.
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New Invocations
Blade & Shield
Requirement: Pact of the Blade, shield proficiency
When you use your action to create a weapon with your Pact of the Blade, you can also choose to create and equip a shield as part of that action. A shield created this way is considered magical - as if it was a +1 Shield. Your Pact of the Blade feature can be used to Bind and Summon a magical shield as well as a magical weapon, as described in the feature.
Shadow Arcanum
Requirement: Pact of the Tome
You may add a spell from your patron's spell list for which you are capable of casting to your known spells. You may cast that spell once, without using a Warlock spell slot, at its minimum level to cast. When you gain an additional invocation as listed in the Warlock Class Table, you may choose to replace a spell chosen with this Invocation with another from your Patron's spell list. Otherwise this spell cannot be replaced.
You regain this ability upon the completion of a long rest.
Shield Focus
Requirement: Shield Proficiency
You may perform a ritual, requiring 10 minutes and 10 gp in incense and arcane materials, to instill a mark or image representing your Patron or your Patron's interest on your shield. Thereafter, you may use the shield as a Warlock spell focus.
The Dead Also Serve
Requirement: Pact of the Chain
"Undead Beast" is added to the list of special creatures the Find Familiar spell can summon. When you choose this option, an added material component to the Find Familiar spell becomes the corpse of a beast of challenge rating 1/4 or less, into which the spell binds an undead spirit to animate it. This creature gains the immunities & senses of a Ghoul in addition to its existing statistics, and its physical attacks have the same paralyzing ability as a Ghoul's claws. Your Undead Beast cannot be turned while within 100' of you or while under your direct control.
Subsequent castings of the Find Familiar spell can restore the creature to its full hit points if it has not been destroyed. If it is destroyed, it falls to dust. A casting of the Find Familiar spell to summon a new creature causes the old corpse to fall prone and inanimate if it was at full hit points, or to turn to dust if it was damaged.
Wraith Walk
Requirement: Level 7 Warlock
As a bonus action, you gain a Fly speed equal to your walking movement, can hover, and can move through solid objects or creatures as if through difficult terrain. When you do so, your form appears translucent. You can choose to leave behind any worn or carried item if you do so, which falls to the ground in your vacated space. If you end your turn inside another creature or object, you take 1d10 damage and are forced to the nearest adjacent empty space. This effect lasts until the end of your next turn.
You regain the use of this ability upon the completion of a long rest.
(image credit page 1: Me - Lobonez)
(Background credit page 1-3: Me - Lobonez)