Warlock
Base Class: Warlock

Your patron belongs to an ancient sect who had originally uncovered the secrets to living beyond death. Where a Lich has spent eons experimenting in arcane studies, a Mummy Lord was once a priest, or priestess, who took their bestowed divine talents and twisted it to quell their indignation over certain death. Some Mummy Lords have been sought out by adventures to sheepishly ask for aid in using the Mummy Lord's immense powers of divination. Others have been sought to learn the ancient, unholy rituals they partook in to defy death itself. Your reasoning for seeking such an entity, has led you to a warlock pact.

Expanded Spell List

The Mummy 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.

Mummy Expanded Spells
Spell Level Spells

1st

command, shield of faith

2nd

silence, spiritual weapon

3rd

animate dead, wall of sand

4th

faithful hound, guardian of faith

5th

contagion, insect plague

Unholy Priest's Servitude

1st-Level Mummy Feature

At 1st level, you learn the Sacred Flame and Thaumaturgy cantrips. They count as Warlock cantrips for you, but they don’t count against your number of cantrips known.

Eye of Anguish

1st-Level Mummy Feature

Starting at 1st level, you can stare into a creature's soul and draw out their mortal fear. As an action, you choose a creature you can see within 30 feet of you. If the target can see you, it must succeed on a Wisdom saving throw against your warlock spell save DC or become frightened until the end of your next turn. If the target fails the saving throw by 10 or more, it is also paralyzed for the same duration. A target that succeeds on this saving throw is immune to your stare for the next 24 hours.

You can use this feature a number of times per day equal to your Charisma modifier. You regain all expended uses of this feature after you've finished a long rest.

Shifting Sands

6th-Level Mummy Feature

Starting at 6th level, you can cast the gaseous form spell, targeting yourself, without expending a pact slot. You can cast it a number of times per day equal to your Charisma modifier. When you cast it in this way, your form takes on the shape of a gently whirling sand cloud. 

You regain all expended uses of this spell after you've finished a long rest.

Decay Life

10th-Level Mummy Feature

Starting at 10th level, you can deal additional necrotic damage to a creature whenever you deal damage to them with an attack. The damage is equal to your proficiency bonus, and you can deal this additional damage only once per turn. Whenever a creature takes this damage, its hit point maximum is also reduced by the same amount. The creature's original hit point maximum can only be restored after it completes a long rest or if a lesser restoration spell is cast on them.

Constructs and undead are immune to this additional damage.

Canopic Soul Jar

14th-Level Mummy Feature

Starting at 14th level, you can take 1 hour to perform an ancient, sacred ritual that preserves a living body. As part of this ritual, you need to prepare a vessel that is worth at least 100 gold and can hold up to a pint of liquid. During this rite, you transfer a piece of your soul into the vessel. After completed, the vessel must always remain within 30 feet of you, otherwise your soul fragment returns harmlessly to your body and the vessel becomes a mundane object again. If you are knocked unconscious or killed outright, while you have this soul-filled vessel, you are resurrected with 1 hit point at the start of your following turn. When this occurs, your vessel immediately shatters as your soul fragment reenters your body.

As part of this resurrection, you can expend multiple uses of your Eye of Anguish and Shifting Sands feature to immediately heal yourself for 1d8 hit points, per expended use. 

Death Incarnate

14th-Level Mummy Feature

At 14th level, you know the Harm spell and have the ability to cast it using your (6th level) Mystic Arcanum. You can kill a creature with this spell using the additional damage from your Life Decay feature. If a humanoid creature dies in this way, it rises up at the start of its next turn as an undead thrall under your permanent control. You can only have one undead thrall at a time. If you choose to create a new one, while controlling another, the first one withers away into a pile of sand. Your undead thrall uses the game statistics of the Mummy in the Player's Handbook, with its only attack option being its Rotting Fist.

Your thrall doesn't need to eat, sleep, or breathe air to survive. It regenerates 3 hit points every hour that it hasn't taken damage. It takes its turn on your initiative, and as a bonus action on your turn, you can verbally command it to move and take either the Attack, Dash, Disengage, or Help action. If you don't issue a command, it takes the Dodge action.

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