Warlock
Base Class: Warlock

the Iber'lysse have turned you into a demilich.

Phylactery

Starting a 1st level you become an undead who uses an unfinished phylactery, with the following advantages and disadvantages

  • As an Undead, you are immune to poison damage and the poisoned condition. You do not require food, air, or sleep. You require a 4 hour trance to regain your spell slots, which counts as a long rest.
  • When an attack would reduce you to 0 HP, you may make a Constitution save with a DC of 8 + 1 per damage taken. If you succeed, you fall to 1 HP instead. You cannot use this ability again until you take a long rest.
  • When you fall to 0 HP, you do not get any saving throws. You die. However, your soul gets stored in your phylactery.
  • Your phylactery is not powered enough to bring you back on its own. A spellcaster can revive you by expending spell slots that total 5 levels or more on your phylactery. The spell slots can be expended over a long period of time. Doing so will cause you to revive in 1 hour with 1 HP after the last spell slot is used.
  • Other methods of revival will cause you to lose your Lich status (see: losing your lichdom)
  • Your phylactery functions as an Arcane Focus, but you can acquire a second one.

Choose one of the following:

  • You are remarkably well preserved. Other than pale skin, and sunken eyes, there is little to distinguish you from a living member of your species... though the lack of breath and heartbeat is a dead giveaway. If someone has a reason to suspect you aren't alive, a Investigation check with a DC of 8 + your proficiency + your Charisma modifier is needed to tell you are undead, unless they know to check your pulse.
  • The only preservation you're interested in is self-preservation. Your flesh is falling off and you're rocking it. You gain proficiency in Intimidation. However, you are bound to be treated poorly for being a known Lich, and if your Lich status lowers someone's trust, you roll Persuasion checks towards them at a disadvantage.

Decaying Aura

1st level warlock feature

You are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.

Greater Phylactery

When you reach 6th level, your power increases to the point that your unfinished phylactery can no longer support you. You augment your phylactery, gaining new abilities, but at a cost. You must power your phylactery.

Upon reaching 6th level, you get 10 days worth of power in your phylactery for free. After spending a number of days equal to 3 + your Constitution modifier with no power in your phylactery, you begin taking one level of exhaustion damage per day. If you die while your phylactery is powered, you revive after 24 hours with 1/2 hit points within 10 feet of your phylactery. Each phylactery uses its own unique resource pool.

Choose one of the following

Soul Phylactery
  • This is the path that is traditional among liches. If you consume souls from non-evil, creatures, (you ignore alignment restrictions if a creature is hostile to you) your alignment becomes evil.
  • As an action, you may trap the soul of a creature that has died in the last minute in your phylactery. Doing so allows you to consume its soul over a number of days equal to the creatures Challenge Rating plus your proficiency bonus. Your phylactery is powered while a soul is being consumed.
  • Soul Protection: As a reaction to failing a save, you may choose to roll a d10 and add the result to your saving throw. This reduces the

time the phylactery's consumes a soul by 5 days, and cannot be done if there is less than that amount in the phylactery.

Blood Phylactery
  • Your phylactery is powered by blood. It requires 10 pints of blood from any living creature every 7 days. Blood from a creature with magical origins or innate spell-casting, (elves, dragonborn, etc...) lasts for 14 days instead.
  • Powering your phylactery requires you to perform a ritual during a short or long rest where you dip your phylactery into the required blood. You cannot use less than the required amount.
  • Arterial Slash: As a bonus action when dealing slashing, piercing, necrotic, or force damage to a creature with blood (that requires it), you can magically reduce their ability to clot. They take a bonus 1d6 damage immediately, and must make a Constitution save with a DC equal to your spell save at the start of each turn or take the same amount of damage. If the creature fails any constitution save, it takes one level of exhaustion damage. After 3 successful saves, consecutive or not, the bleeding ends and it regains its lost exhaustion level. You can only use this ability once, regaining its usage after a long rest.
  • You can drain the blood from a creature by placing the phylactery on a restrained, paralyzed, or incapacitated creature's chest. If the creature is alive it makes a constitution save or becomes paralyzed and loses a pint of blood. It can remake save on its turn to not be paralyzed. Creatures dead or alive lose 1 pint per round.
Magic Phylactery
  • Your phylactery is powered by magic; either yours or others.
  • Drain Magic: Whenever you drain a target with Drain Touch, you may also steal a spell slot with a level up to or equal to your Int modifier, but never higher than your highest level spell slot. Doing so returns your spell slot of that level. You may only use this ability 3 times, regaining all usages after a long rest.
  • Ritual of Sustenance: When making a long rest, you can choose to lose half of all spell slots in each level below 8th, rounded up, until your next long rest. Performing this ritual powers your phylactery for 14 days.

States of Decay

6th-level warlock feature

Through force of will you transform you body to a new form. As an action, you transform for 1 minute. you assume one of three forms and use the stat block for that form.

 

BEAST OF THE LAND

Armor Class 13 + PB (natural armor)

Hit Points 5 + five times your ranger level (the beast has a number of Hit Dice [d8s] equal to your ranger level)

Speed 40 ft., climb 40 ft.

STR
14 (+2)
DEX
14 (+2)
CON
15 (+2)
INT
8 (−1)
WIS
14 (+2)
CHA
11 (+0)

Senses darkvision 60 ft., passive Perception 12

Languages understands the languages you speak

Challenge — Proficiency Bonus (PB) equals your bonus

Charge. If the beast moves at least 20 feet straight toward a target and then hits it with a maul attack on the same turn, the target takes an extra 1d6 slashing damage. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.

Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.

Actions

Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 2 + PB slashing damage.

 

BEAST OF THE SEA

Armor Class 13 + PB (natural armor)

Hit Points 5 + five times your ranger level (the beast has a number of Hit Dice [d8s] equal to your ranger level)

Speed 5 ft., swim 60 ft.

STR
14 (+2)
DEX
14 (+2)
CON
15 (+2)
INT
8 (−1)
WIS
14 (+2)
CHA
11 (+0)

Senses darkvision 60 ft., passive Perception 12

Languages understands the languages you speak

Challenge — Proficiency Bonus (PB) equals your bonus

Amphibious. The beast can breathe both air and water.

Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.

Actions

Binding Strike. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 2 + PB piercing or bludgeoning damage (your choice), and the target is grappled (escape DC equals your spell save DC). Until this grapple ends, the beast can’t use this attack on another target.

 

BEAST OF THE SKY

Armor Class 13 + PB (natural armor)

Hit Points 4 + four times your ranger level (the beast has a number of Hit Dice [d6s] equal to your ranger level)

Speed 10 ft., fly 60 ft.

STR
6 (−2)
DEX
16 (+3)
CON
13 (+1)
INT
8 (−1)
WIS
14 (+2)
CHA
11 (+0)

Senses darkvision 60 ft., passive Perception 12

Languages understands the languages you speak

Challenge — Proficiency Bonus (PB) equals your bonus

Flyby. The beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.

Actions

Shred. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + 3 + PB slashing damage.

 

 

  • You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

 

Fungal Infestation

10th level warlock feature

Your spores gain the ability to infest a corpse and animate it. If a beast or a humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature uses the zombie stat block in the Monster Manual. It remains animate for 1 hour, after which time it collapses and dies.

In combat, the zombie’s turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Indestructible Life

When you reach 14th level, you partake of some of the true secrets of the Undying. On your turn, you can use a bonus action to regain hit points equal to 1d8 + your warlock level. Additionally, if you put a severed body part of yours back in place when you use this feature, the part reattaches.

Once you use this feature, you can’t use it again until you finish a short or long rest.

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