Base Class: Warlock
Death holds no sway over your patron, who has unlocked the secrets of everlasting life, although such a prize – like all power – comes at a price. Once mortal, the Deathless has seen mortal lifetimes pass like the seasons, like the flicker of endless days and nights. It has the secrets of the ages to share, secrets of life and death. Beings of this sort include Vecna, Lord of the Hand and the Eye; the dread Iuz; the lich-queen Vol; the Undying Court of Aerenal; Vlaakith, lich-queen of the githyanki; and the deathless wizard Fistandantalus.
In the Realms, Deathless patrons include Larloch the Shadow King, legendary master of Warlock's Crypt, and Gilgeam, the God-King of Unther.
Expanded Spell List
The Deathless 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.
|
Spell Level |
Spells |
|
1st |
False Life, Inflict Wounds |
|
2nd |
Aid, Blindness/deafness |
|
3rd |
Animate Dead, Glyph of Warding |
|
4th |
Death Ward, Vitriolic Sphere |
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5th |
Antilife Shell, Cloudkill |
One foot in the Grave
Starting at 1st level, you learn the Spare the Dying cantrip, which counts as a warlock cantrip for you. You also have advantage on death saving throws, immunity to disease and gain resistance to necrotic and radiant damage.
In addition your half-dead/dead nature masks you from the undead. Any undead whether hostile or not doesn't seem to notice you and is uninterested in moving towards you and attacking you. Any undead with an intelligence of 5 or lower can't perceive you in any way. However, any undead you attack or cause any effect on will see you and target you as a regular enemy.
Profane life
Starting at 1st level, you can give yourself vitality by calling upon the dead energy around you. As a bonus action, you can heal yourself with a number of hit points equal to 2d8 + your Constitution modifier (minimum of 1) in addition, every dead body within 30 feet of you gives you an extra 2 temporary hit points per dead body as long as each dead body isn't behind total cover. These temporary hitpoints last for 1 hour.
You can choose to use this feature differently by when you stabilize a creature with Spare the Dying they gain hit points equal to 2d8 + your con modifier.
You can use this feature a number of times equal to your constitution modifier and you can't use it again until you finish a long rest.
Timeless Body
Beginning at 6th level, you don't need to breathe, and you don't require food, water, or sleep, and you cannot become exhausted by non-magical means but you can still be exhausted by not resting and you still benefit from finishing short and long rests. You can also cast the spell Speak With Dead for free once after a long rest.
In addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you cannot die from old age and are immune to being magically aged.
Secrets of The Dead
At 10th level, you delve further into the dark abyss of the undead and the souls of the almost living and can pull out magical secrets from it. As a reaction whenever a creature within 30ft of you dies, you can capture its soul in a small trinket. You can have a number of captured souls equal to twice your proficiency bonus. As an action, you can use 1 captured soul to do any of the things listed below.
- Ask the soul one question. The spirit appears to you and answers in a language it knew in life. It's under no obligation to be truthful, and it answers as concisely as possible, eager to be free. The spirit knows only what it knew in life, as determined by the DM. Afterwards, 1 soul is expended
- Put the captured soul inside of another body. The body has to be dead with no soul left and it can't be older than a day. It forms a new adult body for it and then calls the soul to enter that body. If the target's soul isn't free or willing to do so, the effect fails. The magic fashions a new body for the creature to inhabit, which then causes the soul to turn into whatever race the dead body is. The reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its racial traits accordingly. Afterwards, 1 soul is expended
- Crush a captured soul to give yourself advantage on strength checks and dexterity saving throws for the next minute. And the first creature you hit on each of your turns with an attack takes extra damage equal to 1d6 + half your warlock level. The extra damage is necrotic. Afterwards, 1 soul is expended
You can also use more souls to cast the following spells-
- (Prerequisite 11th level) Spend 8 captured souls to cast Disintegrate without expending a spell slot, once per long rest.
- Spend 5 captured souls to cast Contagion without expending a spell slot, once per long rest.
- Spend 6 captured souls to cast Arcane Hand and it appears as either a ghostly or skeletal hand. without expending a spell slot, once per long rest.
- Spend 5 captured souls to cast Sickening Radiance at 5th level without expending a spell slot, once per long rest.
- Spend 6 captured souls to cast Ice Storm at 5th level without expending a spell slot, once per long rest.
- Spend 4 captured souls to cast Animate Dead at 5th level without expending a spell slot, once per long rest.
All the captured souls last for 7 days before being released and going to the afterlife. Afterwards, you are left with no other souls.
Deathless Being
When you reach 14th level, you partake of some of the true secrets of the Deathless. Whenever you drop below 1 or 0 hit points you can roll a d20 and on a 10 or lower you die or get knocked unconscious depending on how much damage you took prerequisite to the roll. But if you roll an 11 or higher you drop back to 1 hit point.
Also when you come back from the dead you take on an undead appearance as listed below.
- For one hour after the first time you die and come back, you sprout skeletal bird wings which gives you a flying speed of 30ft.
- The second time you die and come back half of your body becomes ethereal and ghostly causing any creature to have disadvantage on attack rolls against you.
- The third time your eyes glow intensely white, green or blue (your choice) giving you Truesight to a range of 10ft.
- The fourth time large scars resembling a language associated with your Patron appear all over your body giving you resistance to slashing, piercing and bludgeoning damage.
these features last for 1 hour. Additionally, if you put a severed body part of yours back in place when you use this feature, the part re-attaches.
You can use this feature as much as you want, but as soon as you fail, you can't use this feature again for 1d4 long rests.
Previous Versions
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4/2/2024 11:53:32 AM
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2
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2
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5e
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Coming Soon
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4/2/2024 11:53:39 AM
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2
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1
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Coming Soon
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