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The Mummy

Expanded Spell List

The Mummy 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.
Spell Level Spells
1st command, shield of faith
2nd silence, spiritual weapon
3rd bestow curse, speak with dead
4th compulsion, confusion
5th insect plague, wall of force

Decaying Tether

Starting at 1st level, you can channel bits of your patrons power, manifesting as the same decaying bandages that encase them.   When you deal damage to a creature on your turn, you can use a bonus action to summon ethereal bandages in a location within 5 feet of the damaged creature. Choose one of the following effects for the bandages:

Constricting Grasp. The bandages wrap around the target and constrict its movement. Its speed is reduced by 10 feet until the start of your next turn.

Rotting Whip. The bandages lash out, worsening the targets wounds. The next time the target takes damage before the end of your next turn, it takes additional necrotic damage equal to 1d8 + half your warlock level.

Distracting Swing. The bandages dance around the target, granting it disadvantage on the next attack it makes before the start of your next turn.   Channeling direct power from your patron requires effort. Once you use one of these effects, you can't use that effect again until 10 minutes have passed.

Mummify Self

By 6th level, you are able to control aspects of mummification as your own. As a reaction to taking damage, you can mummify yourself in protective bandages until the start of your next turn. You gain temporary hit points equal to twice your warlock level, which last until the start of your next turn, and take as much of the triggering damage as possible. Whenever a creature deals damage to you while you have these temporary hit points, that creature takes necrotic damage equal to your Charisma modifier (minimum of 1). Once you use this ability, you can't do so again until after you finish a short or long rest.

Rotting Life

At 10th level, your life force begins to transform. You gain resistance to necrotic damage. When you deal damage to a creature with a spell of 1st-level or higher, that creature can't regain hit points until the start of your next turn. In addition, if you die, your body is protected from decay, and the time you spend dead doesn't count against the time limit of spells such as raise dead.

Entomb

Beginning at 14th level, you can entomb creatures within your patrons domain. When you deal damage to a creature, you can summon a casket that closes around it and teleports it to a harmless demiplane. The creature experiences a lifetime of agony locked away in the casket, unable to break free. At the end of the current turn, the creature returns to the nearest unoccupied space to where it left, takes 6d6 psychic damage and becomes frightened of you until the end of its next turn. While a creature is frightened of you this way, its speed is 0. Once you use this ability, you can't do so again until after you finish a long rest.

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