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.  

Undying Patrons

Arvid the Red
Patron Alignment: Neutral Evil   Patron Description: Arvid is an ancient vampire lord that dwells on the continent of Antaron most of the time, though has also been known to spend some time in the lower planes consorting with fiends. He has flowing white hair and his skin has an almost gray coloration to it. He is typically wearing a fine silken suit, but in battle wears a set of black steel full plate and wields a massive greatsword.   Patron Goals: Arvid seeks to expand his empire of vampires under him and to ascend to godhood with his lineage as his primary followers. He seeks out people at the edge of death and brink of despair, having his followers offer them an escape and the power to continue on. In return, they become warlocks serving him and furthering his goals. His pacts typically require his warlocks to make sacrifices of innocents who fear the night, creating a race of "pure" people who will be willing to assimilate into the vampire lord's armies.   Patron's Wrath Damage Types: Cold, Necrotic, Piercing
Lord Alon Ramac
Patron Alignment: Lawful Evil   Patron Description: Lord Ramac was once a great knight of Ertain serving under King Pelindion. Through a series of unfortunate events, the once great and righteous knight was twisted, becoming the death knight of Dranith Keep, guarding it with his numerous bodyguards and endless waves of skeleton warriors.   Patron Goals: Lord Ramac seeks to escape his imprisonment in the keep, and grants power to those seeking to grow their power in return for using that power to free him in the end. He makes demands of them throughout his patronage, not shying away from rescinding his power at any moment even if it is lethal to his warlock to do so.   Patron's Wrath Damage Types: Fire, Necrotic
Martordrach
Patron Alignment: Lawful Evil   Patron Description: Martordrach is a baelnorn of Londelirinen who grants power to those who seek to protect the laws of their land, seeing the importance of a powerful society that can properly rule the people. He has been reborn time and time again and collected vast secrets of the lives of mortals and even legends of the immortals - gods of the past that have since faded away and powerful heroes that have been immortalized in myth alone.   Patron Goals: Martordrach seeks to protect the strength of law, regardless of the effect it has on the people under it. He has numerous followers in the country of Drannon on Antaron, as well as throughout the Sylvari Kingdoms. He cares little for how the power he grants is used so long as it furthers the long arm of the law.   Patron's Wrath Damage Types: Force
Yorgak, the Unborn
Patron Alignment: Neutral Evil   Patron Description: Yorgak is a massive atropal with dark blackish-gray skin covered in swelling sacs of pure necrotic energy.     Patron Goals: The unholy abomination seeks only the destruction of the living. Despite this, it is willing to make pacts with mortals on the condition they will join it in undeath when they come to their end. The pacts grant power to sustain themselves through awful means, and the atropal expects its minions to spread death throughout the world.     Patron's Wrath Damage Types: Cold, Necrotic

Patron Spells

You gain patron spells at the warlock levels listed.
Warlock Level Spells
1st false life, ray of sickness
3rd blindness/deafness, silence
5th feign death, speak with dead
7th aura of life, death ward
9th contagion, legend lore

Among the Dead

Starting at 1st level, you learn the spare the dying cantrip, which counts as a warlock cantrip for you. 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.  

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.   Once you use this feature, you can't use it again until you finish a long rest.  

Undying Nature

Beginning at 10th 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.  

Indestructible Life

When you reach 14th level, you partake of some of the true secrets of the Undying. On your turn, you can use a bonus action to regain hit points equal to 1d8 + your warlock level. Additionally, if you put a severed body part of yours back in place when you use this feature, the part reattaches.   Once you use this feature, you can't use it again until you finish a short or long rest.

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