Warlock
Base Class: Warlock

Child of Albor

Necromatic Fortitude

Fully accepting the boon and duty of the death god, you make yourself one with the cycle of life and death. You gain resistance to necrotic damage and any allies within 30ft are also resistant to said damage. If necrotic damage is dealt to you, allies within 30ft of you heal that much.

Death's Resilience

With your pact with Albor slowly becoming more like employment, you now gain the benefits of the undead, while keeping your body and soul. You no longer need to eat, sleep, or breath. When you take a short of long rest, you may do any activity that would normally require being awake while still having the benefits of said rest. You are now immune to disease and necrotic damage. Now whenever you get hit with necrotic damage, it's all converted into health for allies in 30ft.

Revenge of the Forgotten

Through your actions in service to Albor, spirits now willingly help you with your adventures. 

These abilities share the same charge pool per long rest, that pool containing 3 charges

1. Summon a ghost of a certain class to help you. They will disappear if killed or a spirit of the same class is summoned. for each charge spend they gain 5 levels ( 1 = 5 2 = 10 3 = 15)

2. The spirits lend you their energy for a devastating beam of necrotic damage. Each charge adds an extra 3d6 to the damage. This beam is a 10ft by 60ft beam, requiring any creatures inside to make a CON save equal to your level plus double your Wisdom modifier.

3. The spirits lend you their energy to create a massive surge of radiant energy. Any creatures within 20ft of you must make a CON save (same DC as above) you may choose to have creatures succeed. on a fail they take 6d10 radiant damage. on a success they are healed for 6d10 hitpoints. each charge adds 20ft to the radius.

 

Paragon of the Lost

You are now a paragon of Albor. If an ally dies within 30ft of you, you may expend a spirit point to have them drop to one health instead. every creature within 40ft of you passively gains 1d10 hitpoints per turn. As a reaction, you may double an allies AC for a single turn. your spirit point pool now consists of six points per long rest

Expanded spell list

SPELL LEVEL SPELLS

1st

guiding bolt, command

2nd

blindness/deafness, aid

3rd

animate dead, counterspell

4th

blight, banishment

5th

mass cure wounds, contagion

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