Pact of the Known Stranger

Death holds no sway over your patron, who has taken the mantle of Alerix's gateman, the entity who guides souls from the realm of the living to the afterlife they have achieved. Once mortal, the Known Stranger has seen mortal lifetimes pass like the seasons, like the flicker of endless days and nights. It has many names, the Undying, the Ferryman, the Gatekeeper, the Doorman, the Eternal Judge, the Watcher of Wills, the Shepherd of Souls, and even more still. It has the secrets of the ages to share, secrets of life and death. however, this power, like all power, comes at a price. Those who survive long enouch to fully utilize the power, must take up the mantle.

Expanded spell list

The Known Stranger 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.

Stranger Spells

Spell Level Spells 1st Bane, False Life 2nd Gentle Repose, Silence 3rd Revivify, Speak with Dead 4th Aura of Life, Death Ward 5th Antilife Shell, Destructive Wave

Gatekeeper

You learn the Spare the Dying cantrip, which doesn't count against the number of Warlock cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.

Aversion To Death

Creatures tend to have a hard time directing their ire towards you, subconciously resisiting the sublte aura of death you exude. When a creature targets you with an attack or harmful spell that targets you, you can use your reaction to force them to make a Wisdom Saving Throw against your warlock save DC.(a creature 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. A creature has advantage on this save if you target it with an attack or a harmful spell since the beggining of your last turn. Undead have disadvantage against this saving throw.

You can use this reaction a number of times equal to your charisma modifier, and you regain all uses when you finish a long rest.

Defy Death

Starting at 6th level, you can regain hit points equal to 1d10 + twice your Charisma modifier (minimum of 2 hit points) when you succeed on a death saving throw.

Additonally, when you stabilize a creature with Spare the Dying, you can use this feature to cause it to regain hit points equal to 1d10 + your charisma Modifier(minimum 2).

Once you use this feature, in either way, you can't use it again until you finish a long rest.

Death's Hand

At 6th level, the Stranger extends his power to the boon you've earned from him. You gain a benefit, depending on your chosen boon:

Tome - You can place a corpse's hand or similar appendage on your Book of Shadows and ask one question aloud. After 1 minute, the answer appears written in blood in your book. The answer is provided by the dead creature's spirit to the best of its knowledge and is translated into a language of your choice. You must use this ability within 1 minute of a creature's death, and a given creature can only be asked one question in this manner, after which it is immune to this effect.

Blade - You can choose to make your pact weapon deal necrotic damage instead of its normal type. In addition, once on each of your turns when you hit a creature with your Pact Weapon, you can reduce that creature's speed by 10 feet until the end of your next turn.

Chain - When a humanoind dies within 5 feet of your familiar, it can magically capture its image using its reaction. It retains this shadow for 1 week or until used. As an action, you can command your familiar to use the shadow. When you do so, it absorbs the shadow and polymorphs into the dead person, but healthy and alive, though its statistics remain the same. This disguise lasts for 1 hour or until you end it as a bonus action. Your familiar can only hold one shadow at a time. Once your familiar absorbs a shadow, it cannot use this feature until you complete a long rest

Undying Nature

Starting at 10th level, you begin to show signs of your connection with The incarnation of death. You can hold your breath indefinitely, and you don’t require food, water, or sleep, although you still require rest to recover from exhaustion. To gain the benefits of a short or long rest, you can spend the duration doing light activity.

You also gain resistance to necrotic damage, and have advantage on saving throws against any disease.

Also, if you put a severed body part of yours back in place, the part reattaches itself over the course of a short or long rest.

In addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being aged magically.