Base Class: Warlock
The first of the few Death Shrouds that were ever created, from a failure in casting a necrotic spell to bring a loved one back to life, instead, her hand rose and moved with its own sentience and found a cloak to hide its scarred figure. More and more got created from this foolic necromancer, who just ended up at the demise at the hands of his own creations, from misjudging their ruler and their sentience. They wandered the world and became pets or became pests instead, some never realized their potential, while some did and grew to enormous stature, from absorbing and consuming the corpses of their prey. Each kill they attain, they add it to their own body, under their cloaks, which is more or less mountains of moving corpses. The very first of these, was more curious and intelligent than the rest, and instead of finding new masters, it wanted more power with its immortal form. Consuming and wandering for 3 eras, until consuming the power of archmages, champions of the Divine and other powerful entities, until it was gargantuan and hid beneath the ground in lairs or in the Feywild or Shadowfell. 2 more eras passed by as it gained more power and as all other Death Shrouds passed away, until one mortal became a patron for this extreme being of power and magic. With this, the Arch Shroud created more Death Shrouds upon the Material Plane and has become a new, but powerful patron for any Warlock with their sights on necromancy and power.
Expanded Spell List
The Arch Shroud grants you the necrotic power to innately learn these spells.
Arch Shroud Expanded Spells
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Necrotic Origin
At 1'st level, you gain the ability to commune with Undead at all times. You understand them, and they understand you, though that does not mean they have to do as you say, when they aren't created by you, nor do they have to answer you. Additionally, all Undead created by you, gain resistance to one type of damage of your choice.
Draw of Undeath
At 1st level when you choose this patron, you will feel your body surge with the power of Undeath, granted to you straight from the Arch Shroud, who is looming and lurking, staring at you from the Feywild on top of a mountain of cadavers. You gain the ability of an improved Animate Dead spell, which you can use as many times a day, as what your Charisma modifier is.
This ability creates an undead servant, after you concentrate on a corpse for 1 minute. Choose a pile of bones or a corpse of a Large, Medium or Small humanoid that you touch. This power imbues the target with a foul mimicry of life, raising it as an Undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the GM has the creature’s game statistics). On each of your turns, you can use a bonus action to mentally command any creature you made with this power, if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one, or choosing just a singular Undead servant to execute your command). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. The use of this power reasserts your control over up to four creatures you have animated with this power, rather than animating a new one.
You can control 1 Undead creature at level 1, at level 3 you can control 2, at level 8 you can control 3, at level 13 you can control 4, at level 17 you can control 5, and at level 20 you can control 6 Undead creatures.
Arch Sacrifice
At 6th level, when you have slain a creature that you see as powerful, you can summon forth a smaller version of the Arch Shroud (in the appearance of an average large Death Shroud) as an action once every short or long rest, and repay it with a new body to add to its collection. If this is done while in combat, the Arch Shroud's form will not help you nor anybody else. The only requirements for the body, is that it cannot have been tampered with after death, and they have to be considered ''powerful'' by you. All the items on the sacrificed body, will disappear once consumed. If the Arch Shroud is pleased with the sacrifice (the DM decides whether it is or not) which takes 1 minute to complete, you will gain the ‘’Shroud Grasp’’ ability for the next full week, which requires a spellslot every time it is used.
If the Arch Shroud isn’t pleased, your next attack will deal half damage.
The Shroud Grasp ability summons a 15 feet long arm out of the ground within a range of 60 ft. from you. It is 5 ft. wide around where the arm penetrates from the ground. The arm is grey and slightly rotten. You can use a bonus action to make the arm attack anything within 15 ft. of it, dealing 4d6 Bludgeoning damage + 1d6 Necrotic damage on a successful hit and has a +8 to all attack rolls. You can also use a bonus action, to make it grab onto something instead of an attack. If the Shroud Grasp grabs onto an unwilling target, they must make a DC 20 strength saving throw, or become restrained in the hand, and it will then be able to freely move the target around within Shroud Grasp's range. The Shroud Grasp can also grab onto a large object, like a tree trunk, and can use it to make an attack with extended range, that deals damage decided by the DM, given the object the Shroud Grasp has grabbed onto to attack.
To summon 1 Shroud Grasp, you need to use a bonus action.
A Shroud Grasp will dissappear after 1 minute of being summoned.
60 Hit Points
13 AC
22 Strength
16 Dexterity
12 Constitution
CR 5
Each time you level up after gaining this ability, it will deal an additional 1d6 Necrotic damage, and will gain an additional 10 Hit Points for each level. At 14th level, you are able to create two Shroud Grasp's at a time.
Everthrall
At 10th level, your patron gifts you a powerful Undead creature of CR 7 or lower, that you can summon once a day. The Everthrall becomes an Undead creature that you decide, but once decided you can't change it. It can be summoned within 30 feet of you, and whenever it reaches 1 Hit Point, it will be teleported back to the Arch Shroud for whenever you want to summon it again. Your Everthrall will protect you, and will listen to your every command. While your Everthrall is summoned, you can use a bonus action to switch places with it, if there is enough space for both sizes in both spaces. Once it has been summoned for 1 minute, it will teleport back to the Feywild to the Arch Shroud.
You can use a bonus action, to make your Everthrall use an action or use its movement speed.
When you are within 5 ft. of your Everthrall, you can choose to gain advantage on one attack- or damage roll, once every time you summon your Everthrall.
While your Arch Shroud is summoned, you gain immunity to all resistance to all necrotic damage.
Consumption Shroud
At 14th level, you can use 7 hours to bond to the corpse of a dead creature, as long as you are wearing a cloak with magical essence. You can’t do anything else for those 7 hours, and you have to lay with the corpse under the cloak you are wearing. The body cannot have been tampered with after death. After those 7 hours, the body turns to ash, and you roll a d20. Depending on your roll, the DM decides which of the creatures abilities you gain as your own for 1 full day. You can do this once every long rest, and you can only have 1 ability absorbed at a time.
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