Warlock
Base Class: Warlock

You have made a pact with a Mummy Lord taking just a bit of their power. The mummy lord acts as a divine puppet or prophet to voices of unfathomable power far beyond the curtains of life and death. Mummy Lords are often orderly and lawful but unrelenting and evil, and typically seek to re-subjugate their long forgotten empires once more.

Expanded Spell List

The Mummy Lord 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.

Fiend Expanded Spells
Spell Level Spells

1st

Guiding Bolt, Shield of Faith

2nd

Silence, Spiritual Weapon

3rd

Animate Dead, Bestow Curse

4th

Divination, Guardian of Faith

5th

Contagion, Insect Plague

Rotting Touch

Starting at 1st level, When you make an unarmed strike, if the target is a creature it must succeed on a DC (Warlock Spell Save) Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 3d6 for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.

Dreadful Glare

Starting at 6th level, You may target one creature you can see within 60 feet. If the target can see you, it must succeed on a Dc (Warlock Spell Save) Wisdom saving throw against this magic or become frightened until the end of  your next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to your Dreadful Glare for the next 24 hours.

Rejuvenation

Starting at level 10, after a long rest, so long as your heart is intact, regain all hit points and return all bodily function and damage to as it was when you made your pact with your patron. If you had no heart when you made your pact choose a suitable heart like stand in to function in the same way instead. 

Whirlwind of Sand

Starting at 14th level, When you Dash, you may instead transform into a whirlwind of sand and travel up to 60 ft before reverting to your normal form. While in whirlwind form you are immune to all damage, and can't be grappled, petrified, knocked prone, restrained, or stunned and may move through any opening in which sand could freely flow. Equipment worn or carried remains in your possession. Creatures within 5 feet of the space you move through must make a DC (Warlock Spell Save) Constitution saving throw or be blinded until the end of their next turn.

Previous Versions

Name Date Modified Views Adds Version Actions
7/16/2021 5:14:19 PM
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