Warlock
Base Class: Warlock

You bargained with an ancient, near omnipresent master of undeath. You have made this bargain cryptically; they rarely make themself or their intentions known to their subjects, but you do learn their alignment after you form the pact. They afford great power to those who assist them in their mysterious quest. As a demilich, they are a being that has ascended beyond physical form, and you serve as a pair of hands wherever a real physical presence is required. As elusive and unpredictable your patron is, they grant you magical strength that can substitute a weak constitution in a way no other mortal spellcaster can.

Arcane Life

Starting at 1st level, your patron's necromantic magic grants you a superior force of life.

Whenever you gain a Warlock level, you can use your Charisma modifier, rather than your Constitution modifier, when you determine the increase to your hit point maximum. This includes when you choose this patron at 1st level.

D&D Beyond currently doesn't fully support this feature, so you must pick the appropriate bonus from the dropdown. Choose the number that is equal to your CHA modifier MINUS your CON modifier.

+0

Your Charisma modifier is equal to or less than your Constitution modifier.

+1

Your Charisma modifier is greater than your Constitution modifier by 1.

+2

Your Charisma modifier is greater than your Constitution modifier by 2.

+3

Your Charisma modifier is greater than your Constitution modifier by 3.

+4

Your Charisma modifier is greater than your Constitution modifier by 4.

+5

Your Charisma modifier is greater than your Constitution modifier by 5.

+6

Your Charisma modifier is greater than your Constitution modifier by 6.

+7

Your Charisma modifier is greater than your Constitution modifier by 7.

+8

Your Charisma modifier is greater than your Constitution modifier by 8.

+9

Your Charisma modifier is greater than your Constitution modifier by 9.

Arcane Resilience

Starting at 1st level, your patron's necromantic magic seems to bolster your physical toughness. If you are to make a Constitution saving throw, you can instead choose to make a Charisma saving throw.

You can use this feature a number of times equal to your Charisma modifier (minimum of 1). All expended uses are replenished when you finish a long rest.

Expanded Spell List

The Demilich 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.

Demilich Expanded Spells

Spell Level Spells

1st

inflict wounds 

2nd

gentle repose 

3rd

animate dead 

4th

lich blast

5th

raise dead 

Astral Secrets

By 6th level, and again at 10th level, you learn an ancient secret of astral magic. These secrets will connect your soul with magical powers when your physical body is on the edge of death. Choose a necromantic effect from the list below.

For any effect described as the ability to cast a spell, this spell becomes a warlock spell for you and Charisma is your spellcasting ability for it.

Grave Chill

You can cast the chill touch cantrip whilst unconscious. Only enemies with a passive Wisdom (Perception) greater than or equal to your spell save DC will clearly see that this cantrip originates from you.

Grave Hand

If you make a successful death saving throw, you can cast the mage hand cantrip whilst unconscious, which appears as a ghostly skeletal hand. The hand can be easily spotted by those with a passive Wisdom (Perception) greater than or equal to your spell save DC. As an example, this can be used to administer to yourself a potion of healing if you have one on your person.

Soul Charm

You can cast the command spell whilst unconscious.

Undead Fortitude

If you are reduced to zero hit points, you must make a Constitution saving throw with a DC of 20 - your warlock level + the damage taken beyond that which reduced you to zero hit points, unless the damage is radiant or from a critical hit. On a success, you drop to 1 hit point instead.

Hired Necromancer

Starting at 10th level, your patron delegates necromantic magic to you without much question. When you cast any spell belonging to the School of Necromancy, the material components of that spell are not consumed. You do, however, still need to be in possession of these components to cast any spell.

Phylactery Guest

At 14th level, the demilich delegates a portion of their phylactery for the storage of your life force. If you die, you will be resurrected. This will happen in a number of days equal to 4d8 minus your warlock level, or after one minute if this number is less than 1.

You must have a diamond worth 1,000gp on your person when the time comes. Otherwise, you either won't be resurrected, or you may be somehow indebted to your patron. The demilich may also try to take items of value from your party.

When you are returned to life, you effectively experience the resurrection spell, and you suffer its consequences. In addition, you must make a Constitution saving throw. The DC is equal to 60 - thrice your warlock level. On a failed save, your resurrectee will lose 1 warlock level.

In contrast with the spell, your body is constructed anew and transported to the location where you last completed a long rest. Your original corpse remains as an empty body; it cannot be returned to life, only undeath.

This feature will fail if your soul is in any way prevented from returning to the phylactery.

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