Warlock: 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 Spell Level Spells 1st heroism, inflict wounds 2nd blur, blindness/deafness 3rd feign death, life transference 4th aura of life, phantasmal killer 5th contagion, destructive wave

Immortal's Curse Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits: Your damage rolls deal an additional amount of necrotic damage equal to your proficiency bonus.

When you score a critical hit with an attack, you can roll one additional damage die and add it to the extra damage of the critical hit.

If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point). You can’t use this feature again until you finish a short or long rest.

Defy Death Starting at 6th level, you can cheat death and regain some vitality. You can regain hit points equal to 1d8 + your Charisma modifier (minimum of 1 hit point) when you succeed on a death saving throw. Once you use this feature, you can't use it again until you finish a short or long rest.

Among the Eternal Beginning at 10th level, you don't require food, water, air, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged. Additionally, you gain resistance to necrotic damage, immunity to disease, and your hit point maximum increases by 10 and increases again by 1 whenever you gain a level in this class.