Undead Incantations
For the Occult Reanimator
This is a series of homebrew invocations for the Warlock class, made for the express purpose of filling a whole the class was lacking; undead creation. Every cult needs its fair share of shamblers, no matter the patron. Yes, even the Celestial.
Additionally, this includes a rework/reimagining of the Undying patron, combined with the Hexblade, as a replacement for both, as well as a new spell for Warlocks that want to get up close and personal.
Eldritch Invocations
Accursed Specter
Prerequisite: 7th level, hex spell or a warlock feature that curses
You can curse the soul of a person you slay, temporarily binding it in your service. When you slay a humanoid that is cursed by the hex spell or by a Warlock features of yours, such as Immortal's Curse or Sign of Ill Omen, you can cause its spirit to rise from its corpse as a specter. It obeys your verbal commands, and it can take the Help action as a bonus action.
The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife. Once you bind a specter with this feature, you can't use the feature again until you finish a long rest.
Corpus Commander
Prerequisite: 12th level
Your presence act as a source of inspiration for your undead cohorts. Undead you control within 30 feet of you add your Charisma modifier to their attack rolls and saving throws.
Fell Drain
Prerequisite: eldritch blast cantrip
When you cast eldritch blast, you can choose to deal necrotic damage, instead of force damage. If you reduce a hostile humanoid to 0 hit points with the eldritch blast cantrip using necrotic damage, you can choose to animate it as a zombie, which dies after one minute. Once you do this, you cannot do so again until you finish a short or long rest.
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Powerful Horde
Prerequisite: 9th level
Your patron has instilled within you a greater understanding of negative energy. When you create or gain control of an undead creature, that creature gains a number of temporary hitpoints equal to your Warlock level. Additionally, undead you control deal additional necrotic damage with their attacks equal to your Charisma modifier.
Rigor Mortis
Prerequisite: 15th level
You have become a master of necromancy, creating undead meant to last. When you create or gain control of an undead creature, bludgeoning, slashing and piercing damage it takes is reduced by an amount equal to your Charisma modifier. Additionally, undead you control have an AC equal to your Warlock spell save DC.
Ritual Thralls
Prerequisite: 5th level
You can cast animate dead once without using a spell slot. When you do so, you can reanimate one additional corpse. You must finish a long rest before you can use this invocation again.
Warlock: The Undying
Death holds no sway over your patron, who has unlocked the secrets of everlasting life, although such a prize – like all power – comes at a price. Once mortal, the Undying has seen mortal lifetimes pass like the seasons, like the flicker of endless days and nights. It has the secrets of the ages to share, secrets of life and death. Beings of this sort include Vecna, Lord of the Hand and the Eye; the dread Iuz; the lich-queen Vol; the Undying Court of Aerenal; Vlaakith, lich-queen of the githyanki; and the deathless wizard Fistandantalus. In the Realms, Undying patrons include Larloch the Shadow King, legendary master of Warlock's Crypt, and Gilgeam, the God-King of Unther.
Expanded Spell List
| Spell Level | Spells |
|---|---|
| 1st | heroism, inflict wounds |
| 2nd | blur, blindness/deafness |
| 3rd | feign death, life transference |
| 4th | aura of life, phantasmal killer |
| 5th | contagion, destructive wave |
Immortal's Curse
Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:
- Your damage rolls deal an additional amount of necrotic damage equal to your proficiency bonus.
- When you score a critical hit with an attack, you can roll one additional damage die and add it to the extra damage of the critical hit.
- If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).
You can’t use this feature again until you finish a short or long rest.
Defy Death
Starting at 6th level, you can cheat death and regain some vitality. You can regain hit points equal to 1d8 + your Charisma modifier (minimum of 1 hit point) when you succeed on a death saving throw.
Once you use this feature, you can't use it again until you finish a short or long rest.
Among the Eternal
Beginning at 10th level, you don't require food, water, air, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.
Additionally, you gain resistance to necrotic damage, immunity to disease, and your hit point maximum increases by 10 and increases again by 1 whenever you gain a level in this class.
Master of Their Own Fate
When you reach 14th level, you partake of some of the true secrets of the Undying. At the start of each of your turns, you regain hit points equal to 1d4 + your Charisma modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.
Additionally, if you put a severed body part of yours back in place when you use this feature, the part reattaches.
Eldritch Blade
Transmutation cantrip
- Casting Time: 1 bonus action
- Range: Touch
- Components: V, S, M (An effigy of your patron and a weapon you're proficient with)
- Duration: 1 minute
- Classes: Warlock
You enchant your weapon with arcane energy. For the duration, you can use your spellcasting ability for the attack and damage rolls of weapon attacks using that weapon. The weapon also deals force damage instead of what it would normally. The spell ends if you cast it again or if you let go of the weapon.
