Base Class: Warlock
The Undying Enduring are those who focus their efforts internally rather than externally. While there are many similarities between those who Endure and those who follow perhaps less savory paths the difference is as they say in the details. These modifications to the Undying subclass are intended for use by those who wish to move away from the undead side of a possible Patron's portfolio and lean into the living side. Maybe even with a focus on the preservation of life. Make no mistake however, as those who set foot down this path leave something of themselves behind. Some elements of existence belong only to those who embrace their mortal frailties.
Expanded Spell List
The Undying Enduring 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.
Undying Enduring Expanded Spells
| SPELL LEVEL | SPELLS |
|---|---|
| 1st | false life, detect poison and disease |
| 2nd | see invisibility, silence |
| 3rd | protection from energy, speak with dead |
| 4th | stoneskin, death ward |
| 5th | antilife shell, legend lore |
Enduring Existence
Starting at 1st level, you learn the spare the dying cantrip, which counts as a warlock cantrip for you but doesn't take up a slot. You also have advantage on saving throws against any disease.
Additionally, you can no longer die from exhaustion. You are capped at the fifth level of exhaustion though can reduce it following the rules for resting. Further you may use your Constitution or Charisma modifier (whichever is higher) when making Death Saves. Finally you can never suffer penalties to the check when making Death Saves.
Defy Death
Starting at 6th level, you can give yourself vitality when you cheat death, or provide this benefit to another when you help them cheat it. You can regain hit points equal to 1d8 + your Charisma modifier (minimum of 1 hit point) when you succeed on a death saving throw. This taxes the energies available to you and inflicts one level of exhaustion on you per occurrence.
When you stabilize another creature with spare the dying they regain 1d8 + your Charisma modifier HP (minimum of 1 hit point). Creatures affected by you this way are spared from the exhaustion by the energies of your spell.
This feature is always active on you. However you may only use this feature on others a number of times equal to your proficiency bonus. You regain these uses after a long rest.
Enduring Nature
Beginning at 10th level, you can hold your breath indefinitely, and you don’t require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests. Further some poisons affect you differently. You are immune to inhalation based poisons. You gain resistance to ingestion based poisons (including alcohol and other intoxicants), advantage on any dice rolls to resist their effects, and their duration is halved. Contact and Injury based poisons affect you normally but their duration (if any) is halved.
In addition, 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. You also recover from exhaustion at twice the rate or at least one level after finishing a long rest. Finally the pleasures oft enjoyed by mortals lose some of their impact on you. Food when it is consumed at all tastes more bland. While intoxicating beverages may still have their inebriating effects you will find them less flavorful and enjoyable than others who embrace their mortality.
Indestructible Life
When you reach 14th level, you partake of some of the true secrets of the Undying. On your turn, you can use a bonus action to spend a Warlock hit die to regain 1d8 + your constitution modifier HP. Additionally, if you put a severed body part of yours back in place when you use this feature, the part reattaches. Alternatively you may spend a Warlock hit die to purify yourself of one non-magical poison or disease.
After a long rest you further regain a number of Warlock hit dice equal to your proficiency bonus in addition to those dice regained following the rules for a long rest.
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