Warlock
Base Class: Warlock

f brother

Immortal Until Redeemed

Starting at 1st level, when you make melee weapon attack you may deal an extra 1d4 necrotic damage and that amount of damage are added to your eldritch pool.

You may use this feature a number of time equal to your proficiency bonus. You regain expended uses after a short rest.

At level 5, you damage becomes a d6, at level 11 a d8 and at level 16, a d10

Eldritch Power

Starting at first level, you gain a pool of eldritch energy. As an action you may heal yourself any number of hp equal to the amount you have in your eldritch pool or when you make a melee attack to deal any number of necrotic damage equal to the amount you have in your eldritch pool. The max you may have in your eldritch pool is equal to 5 times your proficiency bonus.  Your eldritch pool dissipates after a short rest.

Expanded Spell List

The Fiend 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.

Fiend Expanded Spells
Spell Level Spells

1st

False life, Inflict wounds

2nd

Branding smite, blur

3rd

Animate dead, Phantom steed

4th

blight, Death ward

5th

antilife shell, insect plague

Bonus proficiencies

You gain proficiency with martial weapons, medium and heavy armour and shields

Extra Attack

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

 

Hellfire Orb

You learn the spell Fireball and it counts as a warlock spell for you but it doesn't count against the number of spells you know. You may cast it once with it expending a spell slot. You regain the ability to do so after a long rest. For every creature you kill this way you gain 5 points into your eldritch pool.

Marshal of Undead

Starting at 14th level, you can curse the soul of a person you slay, temporarily binding it in your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a skeleton. It gets  it turns after yours in initiative. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0).

Once you bind a skeleton with this feature, you can't use the feature again until you finish a long rest.

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