Abstract: I have wanted a focused undead-minion-commanding necromancer for some time and even though most of what I wanted already existed, it was scattered across the School of Necromancy wizard, the Undying warlock, and the Death domain cleric. I have tried to amalgamate my favorite aspects of each of these classes and tweak them a little bit while adding enough original content to (fingers crossed) not just be a copy/paste subclass. The intent of this subclass is to create a spell caster who raises and controls multiple relatively weak disposable undead minions while still being kept in check by the inherent limits on warlock spell casting.
Challenge: For one thing, I included raise dead. On the one hand, it seems to be on point for a necromancer On the other hand, I'm not sure the spell is entirely appropriate for a class that lands a little more on the arcane side and a little less on the divine side of the magic spectrum. Secondly, a level one ability that grants spells at levels 11 and 15 is unconventional. Is it appropriate? I hope so. It was the best method I could think of for granting perks outside the normal structure for warlock subclass abilities. Third, the idea of calling an undead mount at level 10 is hopefully on theme and it serves a function, but is it too incongruous with the other abilities of the subclass? Lastly, by its very design, would a class based around controlling two, four, six undead minions bring every round of combat grinding to a halt? I feel like a savvy DM could keep the action moving by having all minions act on the same initiative and respond to a simple word or phrase. The player would definitely have to be invested in efficiency, but is it folly?
This is a very rough cut, but it is meant to capture the essence of the class of characters I think of when I think of a video game-style necromancer. I would love to get your constructive opinions on things that are too weak, too powerful, or just don't seem to fit with the class. Also, the things you think I got right :)
It is said that death eventually comes for us all. But for your patron, death was not the end of the story. What is the great final threshold for most is only the beginning of a new chapter for the one with whom you have made your pact. Through your agreement, you have been exposed to the madness and horrors of the world beyond life and yet you persist--changed, but very much alive--with wondrous horrible powers to reach beyond the grave and summon undead minions to do your bidding. Your relationship with the undead presents you with tools that others dare not meddle with or dream of mastering. Patrons of the pact of The Necromancer include Vecna, Acererak, Strahd Von Zarovich, and the death knight Lord Soth.
Within the realms, necromancer patrons may include beings such as Atropus, and the dracolich Daurgothoth.
Expanded Spell List
The Necromancer 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.
You have studied the dead and the undead in detail and you have overcome your natural fear of them. Any saving throw to resist or recover from the frightened condition caused by an undead creature is made with advantage. Any ability checks made to identify or recognize abilities of undead creatures are also made with advantage.
At level 11, you gain the spell magic jar. At level 15, you gain the spell clone.
Undead Mastery
Starting at 6th level, your ability to control undead thralls begins to increase. When you cast animate dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate.
Whenever you create an undead using a necromancy spell, it has additional benefits:
The creature’s hit point maximum is increased by an amount equal to your warlock level.
The creature adds your proficiency bonus to its weapon damage rolls.
At this level, you also receive an enhanced pact boon based on the pact you have chosen:
Pact of the blade: At will, you may change your blade's damage type to necrotic.
Pact of the tome: You gain the chill touch cantrip. If you already have it, it becomes more powerful. When you cast chill touch, the spell can target two creatures within range and within 5 feet of each other.
Call Undead Mount
Beginning at 10th level, you have the ability to call an undead mount to lead you and your minions into battle. As an action, you summon a spirit that assumes the form of an undead mount. Appearing in an unoccupied space within range, the spirit takes on the form of a nightmare. The creature has the statistics provided in the Monster Manual, though its type is undead instead of its normal creature type. Additionally, it is immune to poison damage and the poisoned condition, and it gains the ability to understand one language of your choice that you speak.
You control the mount in combat. While the mount is within 1 mile of you, you can communicate with it telepathically. While mounted on it, you can make any spell you cast that targets only you also target the mount.
The mount disappears temporarily when it drops to 0 hit points or when you dismiss it as an action. Casting this spell again re-summons the mount, with all its hit points restored and any conditions removed. As an action, you can release a mount from its bond, causing it to disappear permanently. Whenever the mount disappears, it leaves behind any objects it was wearing or carrying. You may not use this ability again until you complete a long rest.
Command Undead
Starting at 14th level, you can use magic to bring undead under your control, even those created by others. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your warlock spell save DC. If it succeeds, you can’t use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.
Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.
I think this is a pretty cool subclass, and honestly one that I'm kind of surprised doesn't already exist. It seems so natural for a Warlock. I do agree the sheer number of creatures could slow things down a bit... definitely not a class to try and play with a crowded table, but I think it would be worth it.
I do think that you would want to move the access to the high level spells to a higher level or change the wording to say at warlock level X you gain Y spell, possibly both. This would prevent a 1 level dip from giving significant benefits later on that you wouldn't want the level 1 to have. That being said, I feel this portion would be generally weak without those spells if the DM didn't use the frightened status (at least with undead) or didn't use undead at all.
Using reaper as a chill touch only, pact of the tome buff is an interesting touch. Curious as to why chill touch only and not necromancy cantrips that target only one creature like reaper.
I'd also address the wording for call undead mount to not use verbiage related to spellcasting to prevent confusion, unless you are giving them access to the spell earlier and buffing the spell at that level similar to find familiar and pact of the chain. This will help to establish it either as a spell buffed by a feature or a feature outright (and help avoid future arguments by being more precise).
Good catches. I have tightened up my wording across the subclass and I'm restructuring the level one portion of the level one ability to make it useful in more situations while still holding true to the theme of a necromancer. As for calling the undead mount, I originally gave the feature a restricted version of the find greater steed spell, but since it is not in the basic rules, its inclusion would have prevented me from eventually publishing the content, so I removed the spell and worked it into a feature instead. Looks like I needed to go over the details again and make it a bit more specific and less ambiguous.
Here is what I am thinking of for a replacement level one ability (also keeping the spells at higher level):
Gravesense
Your pact has granted you an uncanny connection to the dead and undead. Any perception (WIS) check you make will also reveal to you the approximate location of any nearby undead creatures or corpses even through walls, but not through magical barriers. The range of this awareness is equal to your proficiency bonus x 10 feet.
Additionally, you may use your action to attempt to negotiate or force your mind into the undead creature or corpse within range and perceive through its senses for as long as you maintain concentration, but with no ability to control the creature or corpse. You may attempt this by making either a persuasion (CHA) or an intimidation (CHA) check with a CR of 8 + the CR of the creature. If you fail, you may not use this ability again until you finish a long or short rest. Any undead creature with an intelligence of 8 or higher imposes disadvantage on your ability check. Any undead creature with an Intelligence of 12 or higher is aware of your psychic intrusion and may attempt to reject you by making its own Charisma saving throw against your warlock spell save DC. If it succeeds, it becomes aware of your location and learns basic information about you, per the DM's judgment.
I am pleasantly surprised to see this subclass getting a revisit after so long. I never published it because I never felt like it was mature enough. Let's have another look at it with a few minor changes and updates.
It is said that death eventually comes for us all. But for your patron, death was not the end of the story. What is the great final threshold for most is only the beginning of a new chapter for the one with whom you have made your pact. Through your agreement, you have been exposed to the madness and horrors of the world beyond life and yet you persist--changed, but very much alive--with wondrous horrible powers to reach beyond the grave and summon undead minions to do your bidding. Your relationship with the undead presents you with tools that others dare not meddle with or dream of mastering. Patrons of the pact of The Necromancer include Vecna, Acererak, Strahd Von Zarovich, and the death knight Lord Soth.
Within the realms, necromancer patrons may include beings such as Atropus, and the dracolich Daurgothoth.
Expanded Spell List
The Necromancer 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.
Your pact has granted you an uncanny connection to the dead and undead. You can make a wisdom (perception) check to reveal to you the general location of any nearby undead creatures or corpses even through walls, but not through magical barriers. The range of this awareness is equal to your proficiency bonus x 10 feet. You can’t do so again until you finish a short or long rest.
Additionally, you may use your action to attempt to negotiate or force your mind into the undead creature or corpse within range and perceive through its senses for as long as you maintain concentration, but with no ability to control the creature or corpse. You may attempt this by making either a persuasion (CHA) or an intimidation (CHA) check with a CR of 8 + the CR of the creature. If you fail, you may not use this ability again until you finish a long rest. Any undead creature with an intelligence of 8 or higher imposes disadvantage on your ability check. Any undead creature with an Intelligence of 12 or higher is aware of your psychic intrusion and may attempt to reject you by making its own Charisma saving throw against your warlock spell save DC. If it succeeds, it becomes aware of your location and learns basic information about you, per the DM's judgment.
At level 11, you can cast magic jar once using a warlock spell slot. You can’t do so again until you finish a long rest. At level 15, you can cast clone once using a warlock spell slot. You can’t do so again until you finish a long rest.
Undead Mastery
Starting at 6th level, your ability to control undead thralls begins to increase. When you cast animate dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate.
Whenever you create an undead using a necromancy spell, it has additional benefits:
The creature’s hit point maximum is increased by an amount equal to your warlock level.
The creature adds your proficiency bonus to its weapon damage rolls.
At this level, you also receive an enhanced pact boon based on the pact you have chosen:
Pact of the blade: At will, you can change your blade's damage type to necrotic.
Pact of the tome: You gain the chill touch cantrip. If you already have it, it becomes more powerful. When you cast chill touch, the spell can target two creatures within range and within 5 feet of each other.
Call Undead Mount
Beginning at 10th level, you have the ability to call an undead mount to lead you and your minions into battle. As an action, you summon a spirit that assumes the form of an undead mount. Appearing in an unoccupied space within range, the spirit takes on the form of a nightmare. The creature has the statistics provided in the Monster Manual, though its type is undead instead of its normal creature type. Additionally, it is immune to poison damage and the poisoned condition, and it gains the ability to understand one language of your choice that you speak.
You control the mount in combat. While the mount is within 1 mile of you, you can communicate with it telepathically. While mounted on it, you can make any spell you cast that targets only you also target the mount.
The mount disappears temporarily when it drops to 0 hit points or when you dismiss it as an action. Casting this spell again re-summons the mount, with all its hit points restored and any conditions removed. As an action, you can release a mount from its bond, causing it to disappear permanently. Whenever the mount disappears, it leaves behind any objects it was wearing or carrying. You may not use this ability again until you complete a long rest.
Command Undead
Starting at 14th level, you can use magic to bring undead under your control, even those created by others. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your warlock spell save DC. If it succeeds, you can’t use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.
Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.
I am pleased that the Class Feature Variant includes animate dead for warlocks. I have always though that they make a great necromancer from the standpoint of theme and it was unfortunate that they never got the spell. I'm sure there are some excellent eldritch invocations that could be created for this purpose as well.
Then again, if you just want to be a undead minion monger, you can do it a lot simpler than building a whole subclass. You just need a strategic eldritch invocation or three.
Spare the Undying. You can cast animate dead once using a warlock spell slot. You can’t do so again until you finish a long rest.
Necrotic Blast. When you cast eldritch blast, the spell deals necrotic damage. If the target takes damage, it can't regain hit points until the start of your next turn.
Bounty of the Grave. Prerequisite: 5th level, Pact of the Chain feature. When you cast find familiar, you may instead choose the form of a zombie or a skeleton.
I do really like that Undead Mastery feature I put in at 6th level though. That's good stuff.
Well yes. The point of this subclass was that I felt wizards shouldn't get all the fun and that warlocks should have a viable necromancer class. Between Class Feature Variants (giving Warlocks animate dead) and the Undead patron warlock, a lot of what I wanted out of this homebrew class has come to become official in the time since I started this thread. It's been a few months, maybe I'll go over this again with a fine-tooth comb and see what I still like about it.
looks like WotC are copying you:http://dnd5e.*******.com/warlock:undead lol (yeah,its not a exact copy,but its like that old "change the homework a bit" meme.)
lol this happened before with my Oath of Observation paladin (Oath of Watchers came out a year later with several very similar features). Obviously they didn't copy me, but it does feel good to see my ideas legitimized in official material.
Abstract: I have wanted a focused undead-minion-commanding necromancer for some time and even though most of what I wanted already existed, it was scattered across the School of Necromancy wizard, the Undying warlock, and the Death domain cleric. I have tried to amalgamate my favorite aspects of each of these classes and tweak them a little bit while adding enough original content to (fingers crossed) not just be a copy/paste subclass. The intent of this subclass is to create a spell caster who raises and controls multiple relatively weak disposable undead minions while still being kept in check by the inherent limits on warlock spell casting.
Challenge: For one thing, I included raise dead. On the one hand, it seems to be on point for a necromancer On the other hand, I'm not sure the spell is entirely appropriate for a class that lands a little more on the arcane side and a little less on the divine side of the magic spectrum. Secondly, a level one ability that grants spells at levels 11 and 15 is unconventional. Is it appropriate? I hope so. It was the best method I could think of for granting perks outside the normal structure for warlock subclass abilities. Third, the idea of calling an undead mount at level 10 is hopefully on theme and it serves a function, but is it too incongruous with the other abilities of the subclass? Lastly, by its very design, would a class based around controlling two, four, six undead minions bring every round of combat grinding to a halt? I feel like a savvy DM could keep the action moving by having all minions act on the same initiative and respond to a simple word or phrase. The player would definitely have to be invested in efficiency, but is it folly?
This is a very rough cut, but it is meant to capture the essence of the class of characters I think of when I think of a video game-style necromancer. I would love to get your constructive opinions on things that are too weak, too powerful, or just don't seem to fit with the class. Also, the things you think I got right :)
It is said that death eventually comes for us all. But for your patron, death was not the end of the story. What is the great final threshold for most is only the beginning of a new chapter for the one with whom you have made your pact. Through your agreement, you have been exposed to the madness and horrors of the world beyond life and yet you persist--changed, but very much alive--with wondrous horrible powers to reach beyond the grave and summon undead minions to do your bidding. Your relationship with the undead presents you with tools that others dare not meddle with or dream of mastering. Patrons of the pact of The Necromancer include Vecna, Acererak, Strahd Von Zarovich, and the death knight Lord Soth.
Within the realms, necromancer patrons may include beings such as Atropus, and the dracolich Daurgothoth.
Expanded Spell List
The Necromancer 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.
Undying Expanded Spells
No Fear of the Grave
You have studied the dead and the undead in detail and you have overcome your natural fear of them. Any saving throw to resist or recover from the frightened condition caused by an undead creature is made with advantage. Any ability checks made to identify or recognize abilities of undead creatures are also made with advantage.
At level 11, you gain the spell magic jar.
At level 15, you gain the spell clone.
Undead Mastery
Starting at 6th level, your ability to control undead thralls begins to increase. When you cast animate dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate.
Whenever you create an undead using a necromancy spell, it has additional benefits:
At this level, you also receive an enhanced pact boon based on the pact you have chosen:
Call Undead Mount
Beginning at 10th level, you have the ability to call an undead mount to lead you and your minions into battle. As an action, you summon a spirit that assumes the form of an undead mount. Appearing in an unoccupied space within range, the spirit takes on the form of a nightmare. The creature has the statistics provided in the Monster Manual, though its type is undead instead of its normal creature type. Additionally, it is immune to poison damage and the poisoned condition, and it gains the ability to understand one language of your choice that you speak.
You control the mount in combat. While the mount is within 1 mile of you, you can communicate with it telepathically. While mounted on it, you can make any spell you cast that targets only you also target the mount.
The mount disappears temporarily when it drops to 0 hit points or when you dismiss it as an action. Casting this spell again re-summons the mount, with all its hit points restored and any conditions removed. As an action, you can release a mount from its bond, causing it to disappear permanently. Whenever the mount disappears, it leaves behind any objects it was wearing or carrying. You may not use this ability again until you complete a long rest.
Command Undead
Starting at 14th level, you can use magic to bring undead under your control, even those created by others. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your warlock spell save DC. If it succeeds, you can’t use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.
Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.
"Not all those who wander are lost"
I think this is a pretty cool subclass, and honestly one that I'm kind of surprised doesn't already exist. It seems so natural for a Warlock. I do agree the sheer number of creatures could slow things down a bit... definitely not a class to try and play with a crowded table, but I think it would be worth it.
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I do think that you would want to move the access to the high level spells to a higher level or change the wording to say at warlock level X you gain Y spell, possibly both. This would prevent a 1 level dip from giving significant benefits later on that you wouldn't want the level 1 to have. That being said, I feel this portion would be generally weak without those spells if the DM didn't use the frightened status (at least with undead) or didn't use undead at all.
Using reaper as a chill touch only, pact of the tome buff is an interesting touch. Curious as to why chill touch only and not necromancy cantrips that target only one creature like reaper.
I'd also address the wording for call undead mount to not use verbiage related to spellcasting to prevent confusion, unless you are giving them access to the spell earlier and buffing the spell at that level similar to find familiar and pact of the chain. This will help to establish it either as a spell buffed by a feature or a feature outright (and help avoid future arguments by being more precise).
Good catches. I have tightened up my wording across the subclass and I'm restructuring the level one portion of the level one ability to make it useful in more situations while still holding true to the theme of a necromancer. As for calling the undead mount, I originally gave the feature a restricted version of the find greater steed spell, but since it is not in the basic rules, its inclusion would have prevented me from eventually publishing the content, so I removed the spell and worked it into a feature instead. Looks like I needed to go over the details again and make it a bit more specific and less ambiguous.
Here is what I am thinking of for a replacement level one ability (also keeping the spells at higher level):
Gravesense
Your pact has granted you an uncanny connection to the dead and undead. Any perception (WIS) check you make will also reveal to you the approximate location of any nearby undead creatures or corpses even through walls, but not through magical barriers. The range of this awareness is equal to your proficiency bonus x 10 feet.
Additionally, you may use your action to attempt to negotiate or force your mind into the undead creature or corpse within range and perceive through its senses for as long as you maintain concentration, but with no ability to control the creature or corpse. You may attempt this by making either a persuasion (CHA) or an intimidation (CHA) check with a CR of 8 + the CR of the creature. If you fail, you may not use this ability again until you finish a long or short rest. Any undead creature with an intelligence of 8 or higher imposes disadvantage on your ability check. Any undead creature with an Intelligence of 12 or higher is aware of your psychic intrusion and may attempt to reject you by making its own Charisma saving throw against your warlock spell save DC. If it succeeds, it becomes aware of your location and learns basic information about you, per the DM's judgment.
"Not all those who wander are lost"
Is this available via the homebrew feats tab? If so,can you please tell us the name or give a link?
All warlock subclasses should get extra spells through their Expanded Spell List feature. Look at the Warlock of the Fiend to see what i mean.
There is no dawn after eternal night.
Homebrew: Magic items, Subclasses
I am pleasantly surprised to see this subclass getting a revisit after so long. I never published it because I never felt like it was mature enough. Let's have another look at it with a few minor changes and updates.
It is said that death eventually comes for us all. But for your patron, death was not the end of the story. What is the great final threshold for most is only the beginning of a new chapter for the one with whom you have made your pact. Through your agreement, you have been exposed to the madness and horrors of the world beyond life and yet you persist--changed, but very much alive--with wondrous horrible powers to reach beyond the grave and summon undead minions to do your bidding. Your relationship with the undead presents you with tools that others dare not meddle with or dream of mastering. Patrons of the pact of The Necromancer include Vecna, Acererak, Strahd Von Zarovich, and the death knight Lord Soth.
Within the realms, necromancer patrons may include beings such as Atropus, and the dracolich Daurgothoth.
Expanded Spell List
The Necromancer 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.
Undying Expanded Spells
No Fear of the Grave
Your pact has granted you an uncanny connection to the dead and undead. You can make a wisdom (perception) check to reveal to you the general location of any nearby undead creatures or corpses even through walls, but not through magical barriers. The range of this awareness is equal to your proficiency bonus x 10 feet. You can’t do so again until you finish a short or long rest.
Additionally, you may use your action to attempt to negotiate or force your mind into the undead creature or corpse within range and perceive through its senses for as long as you maintain concentration, but with no ability to control the creature or corpse. You may attempt this by making either a persuasion (CHA) or an intimidation (CHA) check with a CR of 8 + the CR of the creature. If you fail, you may not use this ability again until you finish a long rest. Any undead creature with an intelligence of 8 or higher imposes disadvantage on your ability check. Any undead creature with an Intelligence of 12 or higher is aware of your psychic intrusion and may attempt to reject you by making its own Charisma saving throw against your warlock spell save DC. If it succeeds, it becomes aware of your location and learns basic information about you, per the DM's judgment.
At level 11, you can cast magic jar once using a warlock spell slot. You can’t do so again until you finish a long rest.
At level 15, you can cast clone once using a warlock spell slot. You can’t do so again until you finish a long rest.
Undead Mastery
Starting at 6th level, your ability to control undead thralls begins to increase. When you cast animate dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate.
Whenever you create an undead using a necromancy spell, it has additional benefits:
At this level, you also receive an enhanced pact boon based on the pact you have chosen:
Call Undead Mount
Beginning at 10th level, you have the ability to call an undead mount to lead you and your minions into battle. As an action, you summon a spirit that assumes the form of an undead mount. Appearing in an unoccupied space within range, the spirit takes on the form of a nightmare. The creature has the statistics provided in the Monster Manual, though its type is undead instead of its normal creature type. Additionally, it is immune to poison damage and the poisoned condition, and it gains the ability to understand one language of your choice that you speak.
You control the mount in combat. While the mount is within 1 mile of you, you can communicate with it telepathically. While mounted on it, you can make any spell you cast that targets only you also target the mount.
The mount disappears temporarily when it drops to 0 hit points or when you dismiss it as an action. Casting this spell again re-summons the mount, with all its hit points restored and any conditions removed. As an action, you can release a mount from its bond, causing it to disappear permanently. Whenever the mount disappears, it leaves behind any objects it was wearing or carrying. You may not use this ability again until you complete a long rest.
Command Undead
Starting at 14th level, you can use magic to bring undead under your control, even those created by others. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your warlock spell save DC. If it succeeds, you can’t use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.
Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.
I am pleased that the Class Feature Variant includes animate dead for warlocks. I have always though that they make a great necromancer from the standpoint of theme and it was unfortunate that they never got the spell. I'm sure there are some excellent eldritch invocations that could be created for this purpose as well.
"Not all those who wander are lost"
Then again, if you just want to be a undead minion monger, you can do it a lot simpler than building a whole subclass. You just need a strategic eldritch invocation or three.
Spare the Undying. You can cast animate dead once using a warlock spell slot. You can’t do so again until you finish a long rest.
Necrotic Blast. When you cast eldritch blast, the spell deals necrotic damage. If the target takes damage, it can't regain hit points until the start of your next turn.
Bounty of the Grave. Prerequisite: 5th level, Pact of the Chain feature. When you cast find familiar, you may instead choose the form of a zombie or a skeleton.
I do really like that Undead Mastery feature I put in at 6th level though. That's good stuff.
"Not all those who wander are lost"
its cool, but overlaps alot with the necromancer wizard
Well yes. The point of this subclass was that I felt wizards shouldn't get all the fun and that warlocks should have a viable necromancer class. Between Class Feature Variants (giving Warlocks animate dead) and the Undead patron warlock, a lot of what I wanted out of this homebrew class has come to become official in the time since I started this thread. It's been a few months, maybe I'll go over this again with a fine-tooth comb and see what I still like about it.
"Not all those who wander are lost"
looks like WotC are copying you:http://dnd5e.*******.com/warlock:undead lol (yeah,its not a exact copy,but its like that old "change the homework a bit" meme.)
lol this happened before with my Oath of Observation paladin (Oath of Watchers came out a year later with several very similar features). Obviously they didn't copy me, but it does feel good to see my ideas legitimized in official material.
"Not all those who wander are lost"
is this in the homebrew section? i wanna use it