The Undead Warlord

A warlock patron who revels in the necromantic arts.

Created by Daniel Nnorth

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The Undead Warlord

You have made a pact with an undead entity of great power, a being whose aims are evil, even if you strive against those aims. Death is your patron's plaything and necromancy is their weapon of choice. Allowing you to unlock the secrets to manipulating the forces of life, death, and undeath. You can harness the life force of your enemies to empower your spells, shape their bones into undead thralls at your fingertips, and unleash powerful curses to weaken them.

Undead powerful enough to forge a pact include elder evils such as Atropus; lesser deities such as Afflux; liches and dracoliches that are especially destructive.

Expanded Spell List

The Undead Warlord 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.

Undead Warlord Expanded Spells
Spell Level Spells
1st Amplify Damage, Inflict Wounds
2nd Dim Vision, Haunt
3rd Corpse Bomb, Iron Maiden
4th Life Tap, Wall of Spirits
5th Bone Prison, Raise Dead

Soul Harvest

Starting at 1st level, when you reduce a hostile creature to 0 hit points, until the end of your next turn, you have advantage to attack with spells. You don't gain this benefit for killing constructs or undead.

Call of Bones

Starting at 6th level, your patron bestows upon you the ability to call forth skeletons from the corpses of your fallen enemies. You can cast animate dead once using a warlock spell slot. You can’t do so again until you finish a long rest.

You can only create skeletons with the animate dead spell.

Maintaining control of skeletons created with animate dead no longer requires a recasting of the spell. Instead to maintain control over a skeleton for another 24 hour period, you can choose to take 1d4 necrotic damage for each skeleton you wish to maintain control over. You can do this a number of times equal to half your warlock level (rounded down) + your Charisma modifier, between long rests.

You may only control a number of skeletons equal to half your warlock level (rounded down) + your Charisma modifier. Once you reach your limit of controlled skeletons, if you cast animate dead to create more, one of your existing skeletons crumbles to ash as the new skeleton replaces it.

You also gain the ability to imbue the skeletons you create with magical ability, at the cost of your own health.

Summon Skeleton Mage

Whenever you would summon a skeleton with animate dead, you may choose to summon a skeleton normally, or take 1d6 necrotic damage and roll a d4 on the Skeleton Mage chart.

Skeleton Mage
d4 Skeleton Mage
1 Summon a skeleton that knows the Fire Bolt cantrip.
2 Summon a skeleton that knows the Ray of Frost cantrip.
3 Summon a skeleton that knows the Acid Splash cantrip.
4 Summon a skeleton that knows the Shocking Grasp cantrip.

Skeletons you summon that know a cantrip count as 1st level spell casters, and use your spellcasting DC and spell attack modifier for casting spells.

Zone of Desecration

Starting at 10th level, as a bonus action, your eyes start to glow and you fill the area around you with negative energy for 1 minute.

Every friendly undead creature within 10 feet of you adds your proficiency bonus to their attack and saving throw rolls, and gain advantage on Wisdom saving throws against Turn Undead.

You can't use this ability again until you finish a short rest.

Skeleton Mastery

Starting at 14th level, Whenever you create a skeleton using animate dead, it has additional benefits:

  • The skeleton's hit point maximum is increased by an amount equal to your warlock level.
  • The skeleton's AC is increased by +1.
  • The skeletons you create that can cast spells, now count as 5th level spell casters.

Your maximum number of skeletons controlled and maintained by the animate dead spell is increased to half your warlock level (rounded down) + your Charisma modifier + your proficiency bonus.

Furthermore, you can now cast animate dead a number of times equal to half your proficiency bonus (rounded down). You regain all uses of this ability once you finish a long rest.

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Warlock Patron | The Undead Warlord

New Pact Boon

Pact of Bone

At 3rd level, your patron bestows a gift upon you for your loyal service.

Your patron gives you a Bone Shield. This shield gives you a +2 bonus to AC, and it can be used as your spellcasting focus. If you lose your Bone Shield, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous shield. The shield turns to dust when you die.

When you cast a necromancy spell of 1st level or higher, while you are wearing the bone shield, you become surrounded by a magical ward of spectral bones that lasts until you finish a long rest. The bone ward has hit points equal to twice your warlock level + your Charisma modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.

While the ward has 0 hit points, it can’t absorb damage, but it’s magic remains. Whenever you cast a necromancy spell of 1st level or higher, or you kill an enemy within 10 feet, the ward regains 1d6 hit points.

If your Bone Shield is more than 10 feet away from you, your Bone Ward is dispelled.

Once the bone ward has been created, you can’t create another one until you finish a long rest.

New Eldritch Invocations

Bone Spear

Antirequisite: Eldritch Spear invocation; Prerequisite: eldritch blast cantrip, 3rd level

Instead of making a ranged spell attack and shooting a beam of energy at a single creature within 120 feet, you shoot a spectral bone spear out in a line 90 feet long and 5 feet wide in a direction you choose. Each creature in the line must make a Constitution saving throw. A creature takes 1d10 necrotic damage on a failed save. Each creature after the first has advantage on the Constitution save.

Final Service

Prerequisite: The Undead Warlord patron, 9th level

When you are reduced to 0 hit points but not killed outright, and you control at least one undead creature, any undead creature that you control that can see you uses its reaction to reduce its hit points to 0 sacrificing itself to save you. You regain 1d6 hit points for each undead creature that sacrificed itself this way. You can't use this feature again until you finish a long rest.

Mass Curse

Prerequisite; The Undead Warlord patron, 5th level

When you cast a spell with the curse tag, you may choose to have it affect a number of additional creatures equal to your Charisma modifier that are within a 5-foot radius of your target. You can't do so again until you finish a short rest.

Reinforced Bones

Prerequisite: Pact of the Bone, 7th level

The bone shield granted by your patron now gives you a +3 bonus to AC. Your bone ward now has hit points equal to twice your warlock level + your Charisma modifier + your proficiency bonus. Whenever you cast a necromancy spell of 1st level or higher, or you kill an enemy within 10 feet, the ward regains 1d6 + your proficiency bonus hit points.

Ritual of Bones

Prerequisite: Pact of the Bone, 15th level

Your patron teaches you a ritual to create a monstrosity out of bone that is bound to your soul and fights by your side.

You must gather at least 12 corpses with skeletons of Medium or larger humanoids. Dismember and arrange the skeletons to form the shape of your bone golem. Then treat the bones with oils and shellac worth at least 1,000gp. The ritual must be undertaken at night and takes 4 hours to complete.

While the bone golem is above 0 hit points, and you don’t have an active bone ward, whenever you would take damage, you take half of that damage(rounded down), and your bone golem takes the other half of that damage(rounded up) instead. If your bone golem is reduced to 0 hit points, you must make a Constitution saving throw against your spell save DC. On a failed save, you take 5d10 necrotic damage, or half as much damage on a successful save.

You can control your bone golem the same way you would an undead creature you control created by the animate dead spell. You may only control one bone golem at a time. Your bone golem benefits from your Zone of Desecration as if it were an undead creature. Once you’ve used this ability you cannot use it again until you complete a long rest.

Suicide Squad

Prerequisite: The Undead Warlord patron, 9th level

Whenever an undead creature you control is reduced to 0 hit points, roll a d10. If you roll a 1, you may cast the Corpse Bomb spell as a reaction, targeting the creature that died, without expending a spell slot.

Summon Resist

Prerequisite: The Undead Warlord patron, 12th level

Skeletons and bone golems you create have the Magic Resistance trait.

Magic Resistance. The creature has advantage on saving throws against spells and other magical effects.

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Warlock Patron | The Undead Warlord

New Spells

Cleric Spells

6th Level
  • Undeath to Death

Sorcerer Spells

Cantrips (0 Level)
  • Bone Spikes
  • Disrupt Undead
2nd Level
  • Haunt
  • Life Bolt
3rd Level
  • Corpse Bomb
  • Halt Undead
4th Level
  • Corpse Lance
  • Devour the Dead
  • Wall of Spirits
5th Level
  • Bone Prison
6th Level
  • Undeath to Death

Warlock Spells

Cantrips (0 Level)
  • Bone Spikes
3rd Level
  • Dead Storm
4th Level
  • Corpse Lance
  • Devour the Dead

Wizard Spells

Cantrips (0 Level)
  • Bone Spikes
  • Disrupt Undead
1st Level
  • Amplify Damage
2nd Level
  • Dim Vision
  • Haunt
  • Life Bolt
3rd Level
  • Corpse Bomb
  • Iron Maiden
  • Halt Undead
4th Level
  • Corpse Lance
  • Devour the Dead
  • Life Tap
  • Wall of Spirits
5th Level
  • Bone Prison
6th Level
  • Undeath to Death

Amplify Damage

1st-level necromancy (curse)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You choose a creature you can see within range. The target must succeed on a Wisdom saving throw or become cursed for the duration. While cursed, whenever the creature takes damage from a melee attack it takes an additional 1d4 necrotic damage.

A remove curse spell ends the effect.

At higher levels. When you cast this spell using a spell slot of 2nd-level or higher, the necrotic damage increases by 1d4 for each slot above 1st (maximum 4d4).

Bone Prison

5th-level necromancy


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (something to do with bone)
  • Duration: Concentration, up to 10 minutes

You create a nonmagical prison of bone around a creature that you can see within range. The target must succeed on a Dexterity saving throw or become restrained for the duration. The prison is an object composed of a 4-inch thick layer of interwoven bones, that can be damaged and thus breached. Each 5-foot section has AC 15 and 90 hit points. Reducing a 5-foot section to 0 hit points destroys it.

Bone Spikes

Necromancy cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You summon a small patch of etherial bone spikes to emerge from the ground under your target. Choose one creature within range, or two creatures within range that are within 5 feet of eachother. A target must succeed on a Dexterity saving throw or take 1d6 necrotic damage, and fall prone.

This spell’s necrotic damage is increased by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Corpse Bomb

3rd-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a corpse or undead creature)
  • Duration: Instantaneous

You may target an undead creature or corpse nearby, filling it with magical energy until it explodes. Unwilling undead creatures you target must make a Constitution saving throw. On a failed save, they take 3d10 force damage. If this damage would cause them to drop to 0 hit points, they immediately die. If a creature dies from this spell, or you target a corpse, they erupt with necrotic energy in a 20-foot-radius sphere, centered on the creature or corpse. The sphere spreads around corners. Each creature within the area must make a Dexterity saving throw. A creature takes 3d6 necrotic damage and 3d6 piercing damage on a failed save or half as much damage on a successful one. A willing undead creature can choose to fail the save; if used this way the creature takes maximum damage, without needing to roll.

Corpse Lance

4th-level necromancy


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a corpse or undead creature)
  • Duration: Instantaneous

You choose a creature you can see within range. Projectiles emerge from up to 4 corpses of a Medium or Small creatures with skeletons, that are within 60 feet of you. The creature must make a Dexterity saving throw. On a failed save, the creature takes 3d10 piercing damage for each corpse that turned into projectiles. On a successful save, the creature takes half as much damage.

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Warlock Patron | The Undead Warlord

At Higher Levels. When you cast this spell using a spell slot of 5th or higher level, you may use up to 2 additional corpses for each slot level above 4th.

Dead Storm

3rd-level necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute.

You manifest an etherial storm cloud filled with bodies of the dead in the shape of a cylinder that is 10 feet tall with a 30-foot radius, centered on a point you can see 40 feet directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud).

When you cast the spell, choose a point you can see within range. The corpse of a Medium or Small humanoid creature is hurled down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 bludgeoning damage on a failed save, or half as much on a successful one. On each of your turns until the spell ends, you can use your action to call down a corpse in this way again, targeting the same point or a different one.

If you are outdoors at night when you cast this spell, you may also use your reaction to call down a corpse in this way again, anytime you could make an opportunity attack.

At Higher Levels. When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d8 for each slot level above 3rd.

Devour the Dead

4th-level necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a corpse or undead creature)
  • Duration: Instantaneous

You may target an undead creature or corpse within range, consuming its essence. Unwilling undead creatures you target must make a Constitution saving throw. On a failed save, they take 6d10 force damage. If this damage would cause them to drop to 0 hit points, they immediately die. If a creature dies from this spell, or you target a corpse, the target turns to ash and you regain a number of hit points equal to 1d10 + your spellcasting modifier.

At Higher Levels. When you cast this spell using a spell slot of 5th or higher level, you may target one additional undead creature or corpse for each slot level above 4th.

Dim Vision

2nd-level necromancy (curse)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a torn veil)
  • Duration: Concentration, up to 1 minute

You choose a creature you can see within range. The target must succeed on a Constitution saving throw or become cursed for the duration.

While cursed, the creature loses all sight beyond 5 feet, even in bright light and even if they can normally see in the dark. Furthermore, the target has disadvantage on attack rolls.

A remove curse spell ends the effect.

Disrupt Undead

Necromancy cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantanious

You direct a ray of positive energy toward an undead creature within range. Make a ranged spell attack against the target. On a hit, if the target is an undead creature, it takes 1d6 radiant damage and has disadvantage on saving throws it makes before the end of its next turn.

This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Halt Undead

3rd-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a pinch of sulfer and powdered garlic)
  • Duration: Concentration, up to 1 minute.

Choose up to three undead creatures that you can see within range, that are all within 30 feet of each other. The targets must succeed on a Wisdom saving throw or be stunned for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. The effect can be broken prematurely if the target is attacked or takes gamage.

Undead creatures with a challenge raiting of 2 or less have disadvantage on this save.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the challenge raiting of undead creatures that have disadvantage on the save is increased by +1 (maximum +3), and you can target two additional undead creatures for each slot level above 3rd.

Haunt

2nd-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You summon a spirit to haunt a creature within range. Make a ranged spell attack against that creature. On a hit, the target takes 1d10 Necrotic damage, then must make a Charisma saving throw. On a failed save, the target is haunted. While haunted, the creature takes 1d6 psychic damage at the beginning of each of its turns for the duration of the spell or until it drops to 0 hit points.

At the end of each of its turns, the target can make a Charisma saving throw. On a success, the spirit is released and the target is no longer haunted. If the haunted creature dies before the spell ends, you can use your reaction to have the spirit attack another living creature within range.

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Warlock Patron | The Undead Warlord

At higher levels. When you cast this spell using a spell slot of 3rd-level or higher, the necrotic damage increases by 1d10, and the psychic damage increases by 1d6 for each slot above 2nd.

Iron Maiden

3rd-level necromancy (curse)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a rusty nail)
  • Duration: Concentration, up to 1 minute

Make a melee spell attack against the target, they must succeed on a Wisdom saving throw or become cursed for the duration. While cursed, whenever the target hits a creature with an attack it takes 1d6 necrotic damage.

A remove curse spell ends the effect.

At higher levels. When you cast this spell using a spell slot of 4th-level or higher, the necrotic damage increases by 1d6 for each slot above 3rd.

Life Bolt

2nd-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantanious

You draw forth some of your own life force to create three rays of positive energy that harm undead. You can direct them at the same target or different ones.

Make a ranged spell attack for each ray. On a hit, if the target is an undead creature, it takes 2d8 radiant damage.

Creating each ray deals you 1 point of necrotic damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additionsl ray for each slot above 2nd.

Life Tap

4th-level necromancy (curse)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You choose a creature you can see within range. The target must succeed on a Constitution saving throw or become cursed for the duration. While cursed, whenever an ally deals melee damage to the creature, the attacker gains temporary hit points equal to half the damage dealt(rounded down). Any temporary hit points gained in this way disappear after 1 hour.

A remove curse spell ends the effect.

Undeath to Death

6th-level necromancy


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (the powder of a crushed diamond worth at least 500 gp)
  • Duration: Instantanious

A sphere of positive energy ripples out in a 60-foot-radius sphere from a point within range. Each undead creature in that area must make a Constitution saving throw. A target takes 8d6 radiant damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.

Wall of Spirits

4th-level necromancy


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M
  • Duration: Concentration, up to 1 minute

An immobile, swirling mass of green-white forms resembling tortured spirits forms a wall nearby. The mass continues to make low groaning sounds. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is translucent and lasts for the duration.

When the wall appears, each living creature within its area must make a Constitution saving throw. On a failed save, a creature takes 3d10 necrotic damage and becomes frightened for 1d4 rounds, or half as much damage on a successful save and does not become frightened.

One side of the wall, selected by you when you cast this spell, emits a low groaning that causes living creatures that end their turn within 15 feet of that side to make a Wisdom saving throw or become frightened for 1d4 rounds. Any living creature that ends its turn within 5 feet of the same side of the wall takes 3d10 necrotic damage. A living creature passing through the wall takes 3d10 necrotic damage and must make a Constitution saving throw. If the creature fails the saving throw, it’s hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took.

At higher levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.

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Warlock Patron | The Undead Warlord

New Creatures


Bone Golem

Large construct, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 76 (8d10 + 32)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
16 (+3) 9 (-1) 18 (+4) 3 (-4) 8 (-1) 1 (-5)

  • Damage Vulnerabilities bludgeoning from adamantine weapons
  • Damage Immunities poison, psychic
  • Damage Resistances cold; bludgeoning, piercing, and slashing damage from weapons not made with adamantine
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses darkvision 60 ft., passive Perception 9
  • Languages understands the languages of its creator, but can't speak them
  • Challenge 4 (1,100 XP)

False Appearance. While the golem remain motionless, it appears to be a mound of bones.

Immutable Form. The golem is immune to any spell or effect that would alter its form.

Magic Resistance (Requires: Summon Resist). The creature has advantage on saving throws against spells and other magical effects.

Soul Link. The golem is linked to its creator. Absorbing half the damage he/she takes (rounded up), and damages the creator if it dies.

Undead Fortitude(1/day). If damage reduces the golem to 0 hit points, it must make a Constitution saving throw with a DC of 8 + the damage taken, unless the damage was radiant or from a critical hit. On a success, the golem drops to 1 hit point instead.

Actions

Multiattack. The golem makes two slam attacks.

Slam. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 11 (2d8 + 3) bludgeoning damage.

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Warlock Patron | The Undead Warlord


Skeleton

Medium undead, unaligned


  • Armor Class 13 (armor scraps)
  • Hit Points 15 (2d8 + 6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 16 (+3) 6 (-2) 8 (-1) 5 (-3)

  • Damage Vulnerabilities bludgeoning
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 9
  • Languages understands the languages of its creator, but can't speak them
  • Challenge 1/4 (50 XP)

Magic Resistance (Requires: Summon Resist). The creature has advantage on saving throws against spells and other magical effects.

Actions

Shortsword. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) piercing damage.


Skeleton Mage

Medium undead, unaligned


  • Armor Class 13 (armor scraps)
  • Hit Points 15 (2d8 + 6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 16 (+3) 6 (-2) 8 (-1) 5 (-3)

  • Damage Vulnerabilities bludgeoning
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 9
  • Languages understands the languages of its creator, but can't speak them
  • Challenge 1/4 (50 XP)

Magic Resistance (Requires: Summon Resist). The creature has advantage on saving throws against spells and other magical effects.

Spellcasting. The skeleton mage is a 1st-level spellcaster. It uses its controller's spellcasting ability score. The skeleton mage can innately cast one of the following spells, requiring no material components:

  • Cantrips (at will): Fire Bolt, Ray of Frost, Acid Splash, Shocking Grasp

Actions

Shortsword. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) piercing damage.

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Warlock Patron | The Undead Warlord