Base Class: Warlock
Ancient monarchs and emperors of old who sought to extend their mortal lives could turn to sinister gods, bargaining their eternal soul for dark preservation. Known as Mummy Lords, these tyrants of ages past are often found deep in the ruins of their long dead empires, often swallowed by the sands. They enlist the help of mortals, imbuing them with a fraction of their accursed power, and look to rebuild their lost empires.
Expanded Spell List
1st-level Everlasting Pharaoh feature
The Everlasting Pharaoh 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.
Everlasting Pharaoh Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | bane, command |
| 2nd | blindness/deafness, dust devil |
| 3rd | speak with dead, wall of sand |
| 4th | divination, guardian of faith |
| 5th | insect plague, legend lore |
Dreadful Curse
1st-level Everlasting Pharaoh feature
When you enter into your Pact with your Patron at 1st level, you are taught forgotten curses in long dead tongues. As an action, you can force a creature who can hear you within 60 feet to make a Constitution saving throw. On a failure, the target is blinded, deafened, and cannot speak for 1 minute.
The creature can repeat this saving throw at the end of each turn, ending the effects of your curse on a success.
Once you use this feature you must finish a short or long rest before you can use it again. When you have no uses left, you can expend a Pact Magic spell slot to use it again.
Form of Withering
1st-level Everlasting Pharaoh 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 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.
Embalmed Spirit
6th-level Everlasting Pharaoh feature
Your patron’s powers have a profound effect on your body and magic. You don’t need to eat, drink, or breathe.
Shifting Sands
6th-level Everlasting Pharaoh feature
At 6th level, you learn to disappear into the sands when in danger. When you take damage, you can use your reaction to dissolve into a pile of sand, gaining resistance to the damage of the triggering attack. You then reform in an unoccupied space of your choice within 60 feet that you can see.
You can use this reaction a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you complete a long rest.
Canopic Preservation
10th-level Everlasting Pharaoh feature
Upon reaching 10th level, your connection to your patron deepens and necrotic energy now saturates your body. You have resistance to necrotic damage. If you are transformed using your Form of Withering, you instead become immune to necrotic damage.
In addition, your patron instructs you in their method of preservation, creating spectral copies of your organs and sealed within ethereal canopic jars. When you would be reduced to 0 hit points, you can use your reaction to drop to 1 hit point instead and cause your canopic jars to explode 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.
Shadow Journey
14th-level Everlasting Pharaoh feature
At 14th level, you learn to entomb your physical body while allowing your shadow, your spirit, to roam. As an action, you can project your shadow from your body. The body you leave behind is unconscious and in a state of suspended animation.
Your shadow 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 shadow or physical body affects the other. Your shadow 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 shadow returns to your body or your body magically teleports to your shadow’s space (your choice).
While projecting your shadow, you gain the following benefits:
- Your shadow and body 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 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 Withering, 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.
Active
Your Shadow's Journey is Active.
Inactive
Your Shadow's Journey is not Active.
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