Warlock
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 Undying 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, Undying patrons include Larloch the Shadow King, legendary master of Warlock's Crypt, and Gilgeam, the God-King of Unther.

 

Expanded Spell List

The Undying 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

Spell Level Spells

1st

false life, ray of sickness

2nd

blindness/deafness, silence

3rd

feign death, speak with dead

4th

aura of life, death ward

5th

contagion, legend lore

One With Undead

Starting at 1st level, you have advantage on saving throws against any disease.

Additionally, undead have difficulty harming you. If an undead targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (an undead needn't make the save when it includes you in an area effect, such as the explosion of Fireball). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. An undead is immune to this effect for 24 hours if you target it with an attack or a harmful spell.

Life Beyond Death

At 6th level, you learn the Animate Dead spell, which counts as a warlock spell for you. Whenever you cast the Animate Dead spell, each skeleton and/or zombie you create has their attacks treated as magical for the purposes of overcoming resistances and immunities, they have advantage against effects that would cause them to become charmed or turned, and they are immune to the frightened condition.

Undying Nature

Beginning at 10th level, you can hold your breath indefinitely, and you don't require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests.

In addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.

Resistance to Death

Also at 10th level, you gain the ability to come back from the brink of death with little-to-no injury. Whenever you become stabilized by any means, you immediately regain an amount of hit points equal to 1d8 + your Constitution modifier. You can also reattach severed body parts to yourself whenever you regain hit points, as long as you are not incapacitated, stunned, or paralyzed. The severed body parts are not required to be your own, but can not be parts from a body that was more than one size category smaller or larger than you (for example, if you are a Medium creature, you can only reattach body parts to yourself from a Small, Medium, or Large creature).

Unholy Rejuvenation

When you reach 14th level, you partake of some of the true secrets of the Undying. You gain advantage on death saving throws.

Additionally, you can perform a 12-hour ritual to create a pseudo-phylactery out of any Small non-magical object. As long as the pseudo-phylactery isn't destroyed and you are on the same plane of existence as it, any time that you die, you can roll 1d10. After an amount of days equal to the result of the roll, you gain a new body, destroying the pseudo-phylactery in the process as you appear within 5 feet of the pseudo-phylactery. After you gain your new body, your size becomes Small if you are normally of Medium size or larger, you can't cast spells, your hit point maximum is halved, and your ability checks, attack rolls, and saving throws are made with disadvantage. This lasts until you finish 1d4 long rests.

You can only have one pseudo-phylactery at a time. Each time you take damage with the pseudo-phylactery in your inventory, you must make a Dexterity saving throw with a DC of 10 + the damage you received, the pseudo-phylactery being destroyed on a failed save.

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