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.
Comments