Base Class: Warlock
You’ve made a pact with a creature that defies the cycle of life and death: a powerful lich, vampire, or other entity of undeath. Having once been mortal themselves, these ancient patrons know firsthand the paths of ambition and the routes past the doors of death. They eagerly share this profane knowledge, along with other secrets, with those who work their will among the living.
Form of Dread
As a Bonus Action, you transform into an avatar of your patron’s dreadful power, gaining the benefits below for 1 minute, until you have the Incapacitated condition, or until you end the form (no action required). You can transform a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Facsimile of Life. You gain Temporary Hit Points
equal to 1d10 plus your Warlock level.
Frightful Avatar. You have Immunity to the
Frightened condition. Additionally, once per turn,
when you hit a creature with an attack roll, you can
force it to make a Wisdom saving throw against your
spell save DC. On a failed save, the target has the
Frightened condition until the end of your next turn.
Undead Spells
Undead Spells
The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Undead Spells table, you thereafter always have the listed spells prepared.
| Warlock Level | Spells |
|---|---|
| 3 | Blindness/Deafness, False Life, Phantasmal Force, Ray of Sickness |
| 5 | Speak with Dead, Vampiric Touch |
| 7 | Death Ward, Phantasmal Killer |
| 9 | Antilife Shell, Cloudkill |
Grave Touched
Your patron’s powers have a profound effect on your body and magic, granting you the following benefits.
Arcane Necrosis. Whenever you cast a spell or hit
a creature with an attack roll and deal Necrotic
damage, the damage dealt ignores Resistance to
Necrotic damage. Additionally, once per turn when you cast a spell
that deals damage while using your Form of Dread,
you can change that spell’s damage type to Necrotic.
Undead Endurance. You don’t gain Exhaustion
levels from dehydration, malnutrition, or
suffocation. In addition, you don’t need to sleep, and
magic can’t put you to sleep.
Form of Dread: Necrotic Husk
Your connection to undeath now saturates your body. You gain the following benefits.
Necrotic Resilience. You have Resistance to
Necrotic damage. While using your Form of Dread,
you have Immunity to Necrotic damage.
Unholy Resuscitation. If you drop to 0 Hit Points
and don’t die outright, you can cause your body to
erupt with deathly energy. Each creature of your
choice in a 30-foot Emanation originating from you
makes a Constitution saving throw against your spell
save DC, taking Necrotic damage equal to 2d10 plus
your Warlock level on a failure or half as much
damage on a success. Your Hit Points then change to
10 times your Charisma modifier (minimum of 10
Hit Points), and you gain 1 Exhaustion level.
Once you use this benefit, you can’t use it again
until you finish a Short or Long Rest.
Form of Dread: Superior Dread
Your Form of Dread improves, granting you the following benefits while you are using it.
Flight. You have a Fly Speed equal to your Speed
and can hover.
Profane Casting. Whenever you cast a Warlock
spell from the Conjuration or Necromancy school,
you cast it without any Verbal, Somatic, or Material
components, except Material components that are
consumed by the spell or that have a cost specified
in the spell.
Vitality Siphon. Once per turn when you deal
Necrotic damage to a creature, you regain Hit Points
equal to your Charisma modifier (minimum of 1 Hit
Point).
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