Patron: The Undead
- You've made a pact with a deathless being, a creature that
- defies the cycle and life and death, forsaking its mortal
- shell so it might eternally pursue its unfathomable
- ambitions. For such beings, time and morality are fleeting
- things, the concerns of those for whom grains of sand still
- rush through life's hourglass. Having once been mortal
- themselves, these ancient undead know firsthand the
- paths of ambition and the routes past the doors of death.
- They eagerly share this profane knowledge, along with
- other secrets, with those who work their will among the
- living.
- Beings of this type include the demilich Acererak, the
- vampire tyrant Kas the Bloody-Handed, the githyanki lich-
- queen Vlaakith, the dracolich Dragotha, the undead
- pharaoh Ankhtepot, and the elusive Darklord, Azalin Rex.
- Original Source: Van Richten's Guide to Ravenloft
Patron Spell List
- Each Patron has a list of spells—its patron spells—that
- you gain at the warlock levels 1st, 3rd, 5th, 7th, and 9th
- These spells are known so long as you are within
- good standing with your patron. If you have a patron spell
- that doesn’t appear on the warlock spell list, the spell
- is nonetheless a warlock spell for you.
| Spell Level | Spells | 1st | Command, Inflict Wounds |
|---|---|
| 2nd | Blindness/Deafness, Phantasmal Force |
| 3rd | Summon Undead, Speak with Dead |
| 4th | Death Ward, Phantasmal Killer |
| 5th | Antilife Shell, Cloudkill |
Form of Dread
- At 1st level, you manifest an aspect of your patron’s
- dreadful power. As a bonus action, you transform for 1
- minute. You gain the following benefits while
- transformed:
- You gain or increase your current number of temporary hit points equal to 1d10 + your warlock level. You keep these Temporary hit points once your form ends.
- Once during each of your turns, when you hit a creature with an attack, you can force it to make a Wisdom saving throw versus your Warlock spell save DC, and if the saving throw fails, the target is frightened of you until the end of your next turn.
- You are immune to the frightened condition.
- You can transform a number of times equal to your
- proficiency bonus, and you regain all expended uses
- when you finish a long rest.
- The appearance of your Form of Dread reflects some
- aspect of your patron. For example, your form could be a
- shroud of shadows forming the crown and robes of your
- lich patron, or your body might glow with glyphs from
- ancient funerary rites and be surrounded by desert winds,
- suggesting your mummy patron.
Undeath's Reach
- Also at 1st level, your patron’s powers have a profound
- effect on your body and magic. You don’t need to eat,
- drink, or breathe.
- In addition, you may cast Inflict Wounds as a 1st level
- spell a number of times per long rest without using a pact
- slot equal to your proficiency bonus. When you cast Inflict
- Wounds, it has a range of 120 feet instead of touch. You
- may perform a melee or ranged spell attack with Inflict
- Wounds spell. Creatures that you deal necrotic damage to
- cannot heal until the start of your next turn.
Grave Touched
- At 6th, while a creature is frightened of you from your
- Form of Dread, they have disadvantage on saving throws
- against your spells and warlock abilities other than Form
- of Dread you use.
- In addition, once during each of your turns, when you roll
- damage against the creature, you can replace the damage
- type with necrotic damage. While you are using your Form
- of Dread, you can roll one additional damage die when
- determining the necrotic damage the target takes.
Necrotic Husk
- At 10th level, Your connection to undeath and necrotic
- energy now saturates your body. You have resistance to
- necrotic damage. If you are transformed using your Form
- of Dread, you instead become immune to necrotic
- damage.
- In addition, when you are reduced to 0 hit points, you can
- use your reaction to drop to 1 hit point instead and cause
- your body to erupt with deathly energy. Each creature of
- your choice that is within 30 feet of you takes necrotic
- damage equal to 3d10 + your warlock level. You then gain
- 1 level of exhaustion. Once you use this reaction, you
- can’t do so again until you finish a long rest while not
- having any levels of exhaustion.
- Furthermore, while in your Form of Dread, your hit points
- maximum cannot be reduced.
Spirit Projection
- At 14th level, your spirit can become untethered from
- your physical form. As an action, you can project your
- spirit from your body. The body you leave behind is
- unconscious and in a state of suspended animation.
- Your spirit resembles your mortal form in almost every
- way, replicating game statistics but not your possessions.
- Any damage or other effects that apply to your spirit or
- physical body affects the other. Your spirit can remain
- outside your body for up to 10 minutes or you use a
- bonus action to dismiss it. When your projection ends,
- your spirit returns to your body or your body magically
- teleports to your spirit’s space (your choice).
- While projecting your spirit, you gain the following
- benefits:
- Your spirit and body gain resistance to bludgeoning, piercing, and slashing damage.
- When you cast a spell of the conjuration or necromancy school, the spell doesn’t require verbal or somatic components or material components that lack a gold cost.
- You have a flying speed equal to your walking speed and can hover. You can move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object.
- While you are using your Form of Dread, once during each of your turns when you deal necrotic damage, you regain hit points equal to half the amount of necrotic damage dealt to all target creatures.
- Once you use this feature, you can’t do so again until you
- finish a long rest.
- In addition, once per long rest, when you finish a short
- rest, you regain 2 uses of Form of Dread proficiency
- bonus.