Base Class: Warlock
You have made a pact with the Horseman of Death, one of the four celestial and fiendish entities responsible for bringing about the apocalypse. Fortunately for you, that time is not yet here, as the single condition of your pact is that your life essence is to be siphoned away to create the Horseman a material form for his part in the apocalyptic conquest. Until then, he has granted you immortality. You are not, however, invulnerable, so he has also granted you small measure of his power to use as you will, in hopes that it will keep you alive until the necessary time.
Expanded Spell List
The Horseman of Death 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.
Death's Expanded Spells
| Spell Level | Spells |
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1st |
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2nd |
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3rd |
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4th |
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5th |
Abate Decay
Starting at 1st level, your pact has made you immune to the aging affects of time and resistant to necrotic damage.
Death Defying
Starting at 6th level, you can channel your minimal control over the forces of death to save you or your companions. When you or a creature you can see are about to receive damage that would normally reduce your hit points to 0, as a reaction you may reduce the damage to the point that you have 1 hit point remaining instead.
Once you have used this feature you can not use it again until you have completed a long rest.
Stave off Disease
Starting at 10th level, you gain advantage against being poisoned and immunity to most diseases.
Reaper's Apprentice
Starting at 14th level, the power of death radiates from you. You become immune to necrotic damage.
Also, your touch deals cold or necrotic damage to creatures. This can be prevented by wearing gloves. When touching any creature with you bare skin of any part of your body, if the touch is obstructed by clothes or armor it deals 1d8 cold damage, but if it is direct skin contact then it deals 1d12 necrotic damage.
Though this ability cannot be turned off by you, it can be amplified for use in combat. When you succeed on the attack roll for an unarmed strike, you may spend one or more spell slots and roll a number of d10 dice equal to the accumulative levels of the spell slots spent, adding your rolls to the unarmed strike as necrotic damage. This feature can be used twice before requiring a short or long rest to replenish uses, but your touch still deals 1d8 cold or 1d12 necrotic damage regardless.
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