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Become a Patron!
# Undying Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it. Entities of this type include Ghaunadar, called That Which Lurks; Tharizdun, the Chained God; Dendar, the Night Serpent; Zargon, the Returner; Great Cthulhu; and other unfathomable beings. #### Expanded Spell List The Great Old One 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. ##### Undying Expanded Spells | Spell Level | Spells | |:---:|:---:| | 1st | False Life, Ray of Sickness | | 2nd | Blindness/Deafness, Gentle Repose | | 3rd | Bestow Curse, Speak with Dead | | 4th | Aura of Life, Death Ward | | 5th | Antilife Shell, Contagion | #### Among the Dead Starting at 1st level, you learn the Spare the Dying cantrip, which counts as a warlock cantrip for you, and you can cast it as a bonus action. You also have advantage on saving throws against any disease. Additionally, undead have difficulty harming you. If an undead targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (an undead needn't make the save when it includes you in an area effect, such as the explosion of *Fireball*). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. An undead is also immune to this effect for 24 hours if you target it with an attack or a harmful spell. #### Undying Nature Beginning at 1st level, you 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. In addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged. \columnbreak #### Defy Death Starting at 6th level, you can give yourself vitality when you cheat death or when you help someone else cheat it. You can regain hit points equal to 1d8 + your Constitution modifier (minimum of 1 hit point) when you succeed on a death saving throw or when you stabilize a creature with Spare the Dying. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest. #### Embodiment of Death At 10th level, you learn to bring out the deepest fears in the hearts of your enemies. As an action, choose any number of creatures within 60 feet of you that can see you. These creatures must succeed on a Wisdom saving throw or be frightened of you for one minute. At the end of each of their turns, they must make another Wisdom saving throw. On a success, they are no longer frightened. #### Indestructible Life Starting at 14th level, you have mastery over death. On your turn, if you have hit points equal to or less than half your hit point maximum, you can use a bonus action to regain hit points equal to 1d6 + your Constitution modifier (Minimum of 1). Additionally, once per long rest, if you put a severed body part of yours back in place when you use this feature, the part reattaches.
Undying (Revised) | Page 1