Warlock
Base Class: Warlock

Venturing into ancient tombs, you come upon the ancient burial site of a Pharoh. He chooses you as his vessel to rebuild his empire and conquer the world.

Expanded Spell List

Tomb King Expanded Spells

SPELL LEVEL SPELLS

1st

Inflict Wounds, Ray of Sickness

2nd

Dust Devil, Find Steed

3rd

Animate Dead, Wall of Sand

4th

Find Greater Steed, Death Ward

5th

Animate Objects, Insect Plague

From Dust to Dust

You are able to raise skeletons from the sand as well as bones. When you lose control of a skeleton they turn into a pile of sand. Anytime you or someone under your control would summon a zombie, they summon a skeleton instead. Your Skeletons add your Proficiency Bonus to weapon attacks.


Additionally, you are able to curse enemies as a bonus action. The target must make a Constitution saving throw verse your spell save DC or are cursed for 30 seconds. While under the effects of this curse, enemies have -5ft of movement and take 1d4 necrotic damage and at the end of each of their turns. Enemies that die while they are cursed turn to sand.

I Do Not Serve, I Rule.

Your Patron gives you great power but demands you follow their orders, giving you fewer options.

At 3rd level, you must take Pact of the Blade. Your weapon is your Patron's Khopesh which is summoned at will and materializes out or sand. You cannot create a new pact weapon.

At 3rd level Enemies that are attacked with this weapon and are cursed have the duration extended and take necrotic damage equal to your curse dice (1d4, 1d6, 1d8, 1d10).

At 6th level, This weapon gains a bonus to attack and damage rolls equal to half your proficiency bonus rounded down.

At 10th level, enemies struck by this weapon have disadvantage on Constitution saving throws against you.

At 14th level, This weapon gains the flame tongue enchantment.

At levels 11, 13, 15, 17 you must take the following spells, Create Undead, Finger of Death,Incendiary Cloud, and Time Ravage for your Mystic Arcanum. However, you can cast any of these spells at a higher level and use one of those spell slots instead. 

When using Find Steed or Find Greater Steed you can summon a Warhorse Skeleton or a Giant Scorpion. They both gain +20 ft movement.

At 5th level, you gain the ability to cast Glyph of Warding using sand as the material cost and without a spell slot up to 2 + your charisma modifier per short rest. You cast this at the same level as your Warlock spell slots

 

Marching Sands

LVL 6:

Your curse now deals 1d6 and if a creature dies from your curse it summons a Skeleton in your control. You can summon Skeletons this way a number of times equal to your proficiency bonus per long rest. Your Skeletons gain Sun Scorched Bones: Bonus to their AC equal to your spellcasting ability modifier and resistance to fire and cold damage.

Additionally, you or your Skeletons once per long rest can, as an action, turn into a whirling cloud of sand along with any items on their person, and move up to twice their movement and through openings wide enough for sand to pass through. This movement does not provoke opportunity attacks and you are immune to damage while in this form. Upon ending your turn you turn back to normal form.

Lord of the Dunes

LVL 10:

Your curse now does 1d8 necrotic damage. Your Skeletons gain Ancient Knowledge: Your Skeletons can speak to you in an ancient tongue that you understand, also their intelligence is increased by your spellcasting ability modifier. Your Skeletons become proficient with building tools and can be ordered to construct buildings and tombs for you.

Once per long rest as an action, you can summon a Sandstorm anywhere within 150ft for 1 minute. It has a radius of 20ft and creatures that start their turn or enter the area must make a Constitution saving throw verse your spell save DC or are cursed. This area is considered heavily obscured and difficult terrain for all creatures other than yourself and those under your control. Creatures in this area have the curse refreshed at the start of their turns or when they enter.

Wealth Beneath the Sands

LVL 10:

You have the ability to create gems, coins, and other valuables of the sand as long as there is sand equal to the size of what you are trying to create. These items act normally while in possession of you, those in your control, or in your tombs, but they turn into dust after 10 mins of leaving your possession or the possession of those your control. Creatures can detect that there is something strange about these items if they succeed on an intelligence check verse your spell save DC, but don't bother checking normally unless suspicion is raised as they appear exactly like what you are trying to create.

Additionally, you can create weapons you are proficient with.

The imperishable

LVL 14:

Your curse now does 1d10 necrotic damage. Enemies that die while they are cursed not only turn to dust but cannot be revived without the spell Wish, True Resurrection, or divine intervention. Your Skeletons gain Burning Sands: All Skeleton's wield a Khopesh that has the Flame Tongue enchantment.

Your patron gives you the knowledge of how to extend your life. To do this you must create a Tomb for yourself. You must also obtain three jars worth 2,000 gp and a real diamond worth 5,000 gp. Once you have these things your patron summons four mummies to perform a ritual that removes all your vital organs and stored in three canopic jars where they function normally. This ritual takes one week to complete, after which you awake in a sarcophagus, the three jars in a triangle formation, and the diamond in the ceiling above. Jars may be removed from the tomb by you and place in other tombs you construct, but the jar containing your heart must stay in the tomb. This tomb is guarded by a mummy and three skeletons that watch over it for you and your patron and jars you relocate at guarded by three skeletons. Due to this procedure, you no longer have to eat or drink and you cannot die of old age. You have immunity to necrotic damage and +2 to AC and all Skeletons that your control now lasts for 48 hours instead of 24 hours.

Additionally, if you die, your body turns to sand and you must make resurrection saving throws (similar to death saving throws). If you succeed your body is resurrected 24 hours after your death in the sarcophagus. When you resurrect the diamond turns to sand and you cannot resurrect this again until you obtain another diamond of the same value, have your soul bound to it, which takes 7 days, and it has been 150 days since your last resurrection.

Your jars are magic and cannot be broken by any means while inside your tomb. You are alerted when a jar leaves your tomb and the name of the person who removes it. Anyone who takes your jar is cursed while they have it on their person by any means and are outside the tomb. Once all Jars are out of their tombs, they can be broken only by a magic weapon. When a jar is broken, the weapon that breaks it turns to sand and the target takes necrotic damage equal to a third of your max HP. However, if all three jars are found, broken, and the organs inside are pierced with a magical weapon, your body turns to sand and you can only be revived through the spell Wish, True Resurrection, or divine intervention. 

 

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