Base Class: Warlock
For adventurers, death isn't often the end. When a plot of land finds itself becoming the resting place for dead adventurers, the latent magic in their bodies can seep into the land and into any soul who resides on their land for long enough.
Called Awakened Graveyards, this rare phenomenon has been known to be the cause of hauntings and even possessions. Whether you were the person in charge of taking care of this graveyard or some other circumstance, the restless souls of those failed adventurers have chosen you to do what they could not and have bestowed upon you powers that most can only dream of. Your Patron (or rather, Patrons) is a collection of souls, all of whom whisper in your ears, telling you of unfulfilled promises and asking for fulfilment. A Graveyard Patron is often more involved with their warlocks, and most Awakened Graveyards will only choose one to wield their power, as all of the dead adventurers buried within pour the remnants of the power into you.
Expanded Spell List
The Graveyard 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.
Graveyard 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 |
Guardian of the Veil
You learn the Spare the Dying cantrip, which doesn't count against the number of Warlock cantrips you know. For you, it has a range of 30 feet and you can cast it as a bonus action.
You also gain proficiency in medium armor and martial weapons, as some of your patrons pass on their skills to you.
Gift of the Graveyard
You become more resistant to crossing the veil. You gain resistance to necrotic damage and once per long rest, if you fall to 0 hit points, you can chose to fall to 1 hit point as the spirits of the dead materialize and prevent you from falling unconscious.
You also gain the ability to cast Speak with Dead. This does not count against the number of Warlock spells you know, and you do not need to use a spell slot to cast this ability. Once you use this ability you cannot do so again until a long rest.
Undying Soul
The power of your Patrons suffuses you, and you no longer need to eat, drink, breathe or sleep, although you still require rest to reduce exhaustion and still benefit from short and long rests.
In addition you age slower, aging one year for every ten years that pass, and you are immune to being magically aged.
As a result from this, your body temperature lowers, your heart rate becomes extremely faint to the point where it is nearly indetectable, and you gain advantage on Deception checks where you are attempting to masquerade as a corpse.
Death's Companion
As you have grown in strength, so have your patrons. Your Patrons can now appear as ghostly specters. Only one ghost can be visible at a time, and you can switch ghosts every long or short rest as you chose another spirit to pull closer towards the land of the living.
These ghosts can chose to communicate with others, although their whispers are clearest to you and unless the ghost wills it, only you can understand what they are saying.
There are four categories of ghosts, each of which bolster you in some shape or form, although your Patrons may number more than four. Regardless of which spirit you choose, you are immune to being frightened and charmed, and you gain advantage on Intimidation.
Sage's Spirit
You gain +1d4 on wisdom related ability checks.
Scholar's Spirit
You gain +1d4 in intelligence related ability checks.
Thief's Spirit
You gain +1d4 on dexterity related ability checks.
Warrior's Spirit
You gain +1d4 on strength and constitution saving throws.
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