Base Class: Warlock
The eternal is an entity that resides in the shadows of the multiverse unseen by the prying eyes of others. Your patron could be any being of necromantic origin. You may seek to serve your new master, to escape their watch, or to even destroy them but one thing always remains the same, you shouldn’t be alive.
Unlike other warlock subclasses The Eternal’s spell casting modifier is Constitution rather than the usual Charisma.
When making an Eternal warlock one thing always remains the same, you are not truly alive, you are a corpse raised from the dead to serve the will of your master.
Expanded Spell List
The Eternal 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.
Eternal Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | false life, inflict wounds, shield |
| 2nd | gentle repose, flame blade, silence |
| 3rd | glyph of warding, fireball, phantom steed, revivify |
| 4th | faithful hound, death ward, fire shield, ice storm |
| 5th | raise dead, reincarnate, cone of cold |
Eternal Hex
Starting at 1st level, The magic binding you to life lashes out at others, Once per round upon dealing damage within 10ft of you or with eldritch blast at any range you deal bonus necrotic damage.
You can use this feature a number of times equal to half your level rounded up, all expended uses refresh upon a short rest.
At higher level: When you reach certain levels you will deal more damage. 1st (1d4), 3rd (1d6), 5th (1d8), 7th (1d10), 9th (1d12), 12th (2d12), 15th (3d12), 18th (3d20), and at 20th (4d20).
Among the Living
Starting at 1st level, you gain resistance to necrotic damage, and vulnerability to radiant damage. You can focus for up to 10 minutes and channel your Necrotic Energy detecting undead up two miles, or you can detect a living creature and know their general location up to 300ft. You can pinpoint the creatures or undeads exact location when you are within 150ft of them.
Additionally you count as an undead for spells and effects that effect undead such as a Clerics “Turn Undead”, but spells and effects that heal or buff and don’t affect undead such as the spell cure wounds still affect you as they normally would. You do not age, 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.
Eldritch Manipulation
You gain proficiency in Constitution saving throws, and can gain immunity to necrotic damage or resistance to an element of your choice other than radiant.
Additionally when you cast the eldritch blast, or a spell of the evocation or necromancy schools you can change the damage type to an element you have resistance to (you can do so with no action).
You can gain another resistance at levels 10 and 14.
Acid
You gain resistance to acid damage.
Cold
You gain resistance to cold damage.
Fire
You gain resistance to fire damage.
Lightning
You gain resistance to lightning damage.
Necrotic
You gain immunity to necrotic damage.
Poison
You gain resistance to poison damage.
Psychic
You gain resistance to psychic damage.
Thunder
You gain resistance to thunder damage.
Words from Beyond
You can cast the spell speak with dead at will, it also counts as a warlock spell for you, and you also gain the ability to speak and read Abyssal.
Cursed Corpse
Upon dropping to 0hp instead of falling unconscious drop to 1hp and gain temporary hit points equal to your level times your constitution modifier (these temporary hit points last till you finish your death saves), you still have to make your death saves as normal, on 3 successes fall unconscious and gain 1 exhaustion level, on 3 fails you die. You can avoid making a death save for a round and take 2d10 psychic damage (This damage ignores resistances and immunities).
This feature has no limit on how many times you can use it and activates every time you drop to 0hp (if you die outright or cannot make death saves this feature will not activate).
Impervious Body
You gain resistance to non-magical Slashing, Piercing, and Bludgeoning damage. Additionally you gain a bonus to your hp equal to 3 times your level and every level you gain there after your ho increase by an additional 3.
Fractured Soul
Starting at 14th level, You can create a bond with a targeted creature you can see within 60ft of you. This bond lasts for a number of hours equal to your charisma modifier (minimum of 1), or until you or the creature ends their turn more than 100ft apart. You can only have one bond active at a time. This bond can take one of two forms.
Protective Bond: When a creature takes damage that would drop it below half health you can use your reaction to create a bond with the creature. Upon making the bond the creature gains temporary hit points equal your maximum hit points (these hit points last until the end of your next turn), these hit points take as much of the triggering damage as they can and you take all excess damage. Until the bond is severed the targeted creature has resistance to all damage and you take the same amount of damage they take, and whenever you expend a use of your eternal hex the bonded creature heals for an amount equal to half the damage of eternal hex rounded up.
Harmful Bond: When you take damage that would drop you below half health you can use your reaction to create a bond with the creature. Upon making the bond you gain a number of temporary hit points equal to 5 times your level (these hit points last till the start of your next turn), these hit points take as much of the triggering damage as they can and the targeted creatures takes all excess damage. Until the bond is severed whenever you take damage of a type of damage you are resistant or vulnerable to the bonded creature takes the same amount of damage and then gains vulnerability to that type of damage till the start of your next turn. Whenever the bonded creature takes damage of a type of damage you are resistant to you heal for half the damage they take of that type (rounded up), if the damage is of a type you are vulnerable to you take the same amount of damage that they take (this damage ignores your vulnerability to that damage).
You can use these feature a number of times equal to your Proficiency Bonus. And you regain all expended uses upon a long rest.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
11/1/2020 12:28:23 AM
|
7
|
0
|
--
|
Coming Soon
|
|
|
11/1/2020 12:58:36 AM
|
1
|
0
|
--
|
Coming Soon
|
|
|
11/4/2020 7:43:14 AM
|
1
|
0
|
--
|
Coming Soon
|
|
|
11/4/2020 7:51:23 AM
|
1
|
0
|
--
|
Coming Soon
|
|
|
11/5/2020 3:42:29 AM
|
1
|
0
|
--
|
Coming Soon
|
|
|
11/6/2020 6:53:04 AM
|
2
|
0
|
--
|
Coming Soon
|
|
|
11/6/2020 9:21:47 PM
|
3
|
0
|
--
|
Coming Soon
|
|
|
1/9/2021 12:37:40 AM
|
21
|
1
|
--
|
Coming Soon
|
Comments