Undying Patron Rework

This is a rework of The Undying patron, which is held as being the weakest warlock option. This is an attempt to keep the base patron and theme as similar as possible while updating to be actually desirable. As well as giving it patron specific invocations, as it is ignored for those often.

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. 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.

Expanded Spell List

The Undying 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.

Undying Expanded Spells
Spell Level Spells
1st false life, hideous laughter
2nd earthen grasp, silence
3rd aura of vitality, speak with dead
4th death ward, secret chest
5th contagion, legend lore

Among the Dead

Starting at 1st level, you learn the Spare the Dying cantrip, which does not count as a warlock cantrip for you and can be cast as a bonus action. 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 Charisma modifier (minimum of 1 hit point) when you succeed on a death saving throw, or when you stabilize a creature with Spare the Dying you can both regain those hit points.

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

Undying Nature

Beginning at 10th level, you are resistant to Necrotic damage, no longer need to breathe 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 no longer age, and you are immune to being aged magically.

Indestructible Life

When you reach 14th level, you partake in some of the true secrets of the Undying. On your turn, you can use a bonus action to regain hit points equal to 2d8 + 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.

Additionally if you were to take damage that outright kills you, or fail all 3 death saving throws you may instead be put to 1 health, and have two levels of exhaustion.

Once you use this feature you cannot do so again until a week has passed.

Undying Warlock Invocations

Life Sap

Prerequisite: Pact of the Blade feature

When you summon your pact weapon you may choose for it, and all accomponing damage with it, to deal necrotic damage instead of the normal damage it would deal.

Additionally when you land a critical hit with your pact weapon you heal for 1d8 health.

Crawling Claw

Prerequisite: Pact of the Chain feature

You may choose to summon a Crawling Claw as your familiar, with the following changes;

  • When the claw is on your person it can alert you to danger using it's blindsight, creature's that are hidden or invisible to you do not gain advantage on attacks against you.

  • The Crawling Claw gains advantage on athletics checks, and can grapple a creature sized large or smaller.

  • While the Crawling Claw is on your person it cannot be targeted or take damage.

Power Overwhelming

Prerequisite: Pact of the Tome feature

When you deal necrotic damage with a spell of 1st level or higher you may reroll any 1's on the damage dice once.

Additionally once per short rest you can change a spell's damage type to necrotic.


Friends in Low Places

Prerequisite: 5th level

You can cast Animate Dead using a warlock spell slot, you can't do so again until you finish a long rest.

On A Pale Horse

Prerequisite: 6th level

You can cast Phantom Steed at will without expending a spell slot or material componants, designating only yourself as the rider.

Waltz of the Damned

Prerequisite: 9th level

You gain the Spider Climb effect permanantly and can move along vertical surfaces and ceilings while leaving your hands free. You also gain a climbing speed equal to your walking speed.

Ghost Walk

Prerequisite: 9th level

For the next minute or until you end this ability, you step inbetween the Eathereal and the Material plane, but remain visible to anyone on the Material plane as a ghostly visage of yourself. You can freely move up down and through objects, creatures or terrain as if it were rough terrain. If this ability ends while you are inside an object, creature or terrain you are automatically shunted to the nearest open space, taking 1d8 force damage for every 5ft you are forcefully moved.

Once you use this ability you cannot do so again until you finish a long rest.

Graveyard

prerequisite: 11th level

You gain the ability to cast the Druid Grove spell once per long rest without material componants. You can choose to have the area take on a more thematically appropriate theme, Grasping vines turn to skeletal hands, the Tree Guardians are withered and twisted, etc.

Death's Breath

Prerequisite: 15th level

Once per long rest you may cast Horrid Wilting. Casting the spell in this way consumes a warlock spell slot.