Warlock
Base Class: Warlock

You have made a pact with an archlich, a creature that has existed since the dawn of the last age and holds secrets of arcane magic that have been forgotten for thousands of years. Such a being desires only to expand its own power and influence, only using you as a pawn in its far larger scheme. Any lich powerful enough to form a pact has lived for many thousands of years, and many of them were involved in the invention of lichdom itself.

 

Expanded Spell List

The Archlich 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.

 

Archlich Expanded Spells

Spell Level     Spells

1st         -inflict wounds, ray of sickness

2nd        -detect thoughts, Melf’s acid arrow

3rd         -maim, speak with dead

4th         -Evard’s black tentacles, vitriolic sphere

5th         -cloudkill, contagion

Bond of Unlife

At 1st level, you can use a bonus action on your turn to create a bond between yourself and a willing creature. The bond lasts for 1 minute, and for the duration you can use a bonus action on each of your turns to siphon a number of hit points equal to 2 + your warlock level from the creature, as long as this can’t reduce the creature to 0 hit points.

 

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

Undead Resilience

Starting at 6th level, you can call upon your patron to bring you back from the brink of death. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead.


Once you use this feature, you can’t use it again until you complete a long rest

Undying Flesh

By 10th level, your body has taken on the attributes of undeath. You have resistance to necrotic damage, and you age at a slower rate. For every 10 years that pass, your body ages only 1 year.

Shared Fate

At 14th level, you can bind yourself to another creature with negative energy. As an action, choose a creature within 30 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, the target’s life becomes tethered with your own.

Whenever you take damage within the next minute, the tethered creature takes the same amount of damage as necrotic damage. At the start of each of its turns, the creature can repeat the saving throw, ending the effect on a success.

 

You must finish a short or long rest before you can use this feature again.

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