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### Undying Warlock: Revised 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. #### Plutonic Magic Starting at 3rd level, the Undying grants you additional spells when you reach certain levels in this class, as shown on the Undying Spells table. Each spell counts as a warlock spell for you, but it doesn’t count against the number of warlock spells you know. ##### Undying Spells |Spell Levels|Spells| |:---:|:---:| |1st|*Ray of Sickness, Spare the Dying*| |2nd|*Blindness/Deafness, Silence*| |3rd|*Feign Death, Speak with Dead*| |4th|*Aura of Life, Death Ward*| |5th|*Contagion, Antilife Shell*| #### Ghastly Fortitude At 3rd level, you gain proficiency in Constitution and death saving throws. You also 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. #### Undead Amnesty Also beginning at 3rd level, undead have difficulty harming you. If an undead creature 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. #### Kiss of the Embalmer Beginning at 6th level, you achieve kinship with the undead, attaining a form of stasis. You gain resistance to poison damage, and have advantage on saving throws against any disease. Additionally, you no longer need to breathe, eat, drink or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests. \columnbreak #### Defy Death Starting at 10th level, you gain a near perfect undead form, giving yourself the ability to cheat death. Whenever you are reduced to 0 Hit Points by non-Radiant damage, and are not killed outright, you may make a concentration saving throw to maintain your grasp on the undead energy keeping your life force intact. If you succeed, you drop to 1 Hit Point instead of becoming incapacitated at 0 Hit Points. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon’s breath, you make a separate saving throw for each source of damage that would have killed you on its own. If you were also concentrating on a spell, you roll to maintain concentration as normal for each damage source if you have succeeded in remaining alive. #### Death Comes for Us All When you reach 14th level, you become champion over of your own mortality, and in doing so gain access to the true secrets of the Undying. You attain an undead form which allows you to manipulate life itself. You no longer age. Your uncanny presence and your ambiguous relationship with regard to life and death provokes others into confronting their own mortality. As an action, you tap into the energy derived from the discomfort of mortality salience, and take on the appearance of Death incarnate. While in this form, you assume an appropriate visage for the eyes of each viewer based on their own suppositions of how Death is represented. This form lasts for 1 minute, during which you gain the following benefits: • **No Escape.** Your speed increases by 30 feet, and your movement doesn’t provoke opportunity attacks. Your movement is unaffected by difficult terrain, and you also are immune to spells and other magical effects which would reduce your speed. • **Aura of Death.** Whenever you deal necrotic damage to a creature within 5 feet of you, the target’s hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. • **Mortality Salience.** Whenever you start your turn within 5 feet of another creature, and whenever you move within 5 feet of any creature, you can choose to force them to make a Charisma saving throw against your spell save DC as you force them to confront their own mortality. On a fail, the target takes 3d8 necrotic damage, and you regain a number of Hit Points equal to the Necrotic damage dealt. On a success the target takes half as much damage and you don’t regain any Hit Points. This damage cannot otherwise be reduced in any way. Each creature can only be affected by this feature once per round. Once you use this ability to transform, you can’t do so again until you finish a long rest.
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