Dread Necromancer: Warlock "Patron"

Tark, the barbarian, finishes sharpening his axe after a long, restful night. He gathers the rest of the party: the cleric, thief, and bard. He looks around the camp to find their warlock friend they met in the last town. Just outside of the camp he finds the plants withered around a small circular clearing. The smell of rot and decay assails his sense of smell when he is struck by the grotesque sight of Liana, the dread necromancer warlock, channeling dark red energies around a snuffed out campfire. "Are you ready, witch?" he asks as he beckons for her to rejoin the party. "Almost," the warlock says as she pulls the last breath of life from a stag, fueling her eldritch powers.

Dread necromancers are warlocks who power their eldritch powers not through a pact made with some outsider force, but with life itself. They rob life energies from an area and manipulate them into necrotic spells and abilities. Their mastery of

Expanded Spell List

The Dread Necromancer 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.

Dread Necromancer Expanded Spells

Spell Level Spells 1st False Life, Inflict Wounds 2nd Gentle Repose, Silence 3rd Animate Dead, Speak With Dead 4th Death Ward, Phantasmal Killer 5th Antilife Shell, Contagion

Harvester's Scythe

A Dread Necromancer wields necrotic energies within their attacks. Starting at 1st level, a Dread Necromancer is proficient with martial weapons and may use their Charisma modifier instead of Strength or Dexterity modifiers for a weapon's hit or damage rolls.

Charnel Touch

At 1st level, a Dread Necromancer knows how to infuse their touch with death and necrotic energies. As an action, the Dread Necromancer may make a spell touch attack. Upon contact, the touch deals 1d12 necrotic damage. When attacking plant and celestial creatures the attack roll is granted advantage. Non-intelligent plant life or celestial creatures below CR1/2 that are targeted by this ability are drained of their life essence, dying instantly. Creatures who are immune or resistant to necrotic damage are affected as if they lacked that resistance. This ability grows in strength when reaching higher levels. It's damage increased by an additional d12 at 5th, 11th, and 17th level. This ability may also be used to restore essence to unlife, healing friendly undead creatures for half as much as the damage dealt.

Rebuke Undead

Beginning at 6th level your presence demands respect from the undead. As an action you may rebuke all undead within 30 feet of you. Each undead must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. Until the effect wears off, undead charmed by you regard you and your allies as friendly and will not attack you unless provoked or you or an ally perform a hostile action they are aware of. If an undead is weak enough in comparison to you, they will be dominated for the next hour, as shown in the Dominate Undead table.

Dominate Undead

Warlock Level Dominates Undead of CR... 6th 1/2 or lower 8th 1 or lower 11th 2 or lower 14th 3 or lower 17th 4 or lower

Moulder of Undeath

Beginning at 10th level, you learn how to affix necrotic energies into fresh corpses using your Charnel Touch ability. As an action, you may animate a corpse no older than an hour as an undead servant for the next 8 hours, after which the creature returns to the dust of the earth. The form the undead takes may be no stronger than 1/2 your character level, rounded down, in CR. The creature obeys your commands and remains loyal so long as it remains within 100 feet of you on your plane of existence, becoming hostile if the connection is severed. Alternatively, you may opt into creating a basic zombie or skeleton from the Monster Manual using this ability instead. You may not use this ability again until you finish a long rest.

Master of Death

Beginning at 14th level, you learn how to affect the your tether to the world of the living and the dead becoming master of both. You gain resistance to necrotic damage and you no longer suffer from traditional disease from nonmagical sources, poisons (but not poison damage), or age.

Additionally, when you are the target of necrotic damage, as a reaction you may choose to instead heal for 1/2 the damage dealt. You may not use this ability again until you finish a long rest.