Remove these ads. Join the Worldbuilders Guild

Shadowfell Lord


Hit Points

Hit Dice: d8 per Shadowfell Lord level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Subclass Options

Warlock Patron: Shadowfell Lord

 

Expanded Spell List

  The Shadowfell Lord 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 Dissonant Whispers, Inflict Wounds
2nd Gentle Repose, Spike Growth
3rd Speak with Dead, Spirit Guardians
4th Aura of Life, Death Ward
5th Insect Plague, Raise Dead

Conduit of Undeath

Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).  

Unlife After Death

At 6th level, you can use your handle over life and death to animate fresh corpses. If a beast or a humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point.In combat, the zombie's turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack.   The creature uses the zombie stat block in the Monster Manual. It remains animate for 1 hour, after which time it collapses and dies.   You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.  

Energy Inversion

Starting at 10th level, you can alter the flow of the positive and negative energies flowing through creatures. When another creature you can see within 60 feet would regain hit points, you can use your reaction to alter the vitality flowing through them into otherworldly energy. Tendrils of energy are expunged from the creature, make a ranged spell attack against a creature you can see within 60 feet. The original creature and a creature hit by the tendril takes force damage equal to half the amount the creature regained (rounded up) + your Charisma modifier.   You can use this ability a number of times equal to your Charisma modifier (min 1) before taking a long rest.   Additionally, losing a body part or being decapitated does not harm nor kill you. However, you can still be killed by other means such as failing all death saving throws after being reduced to 0 hit points or taking damage enough to be killed outright. You also age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.    

Immortal Form

At 14th level, your bond with your patron let’s you refuse death itself. At the start of each of your turns, you regain hit points equal to 1 + your Charisma modifier if you have no more than half of your hit points left. You do not gain this benefit if you have 0 hit points.   Additionally, either as a bonus action or a reaction, you can immediately regrow any missing body parts.



Created by

Dark Hollow DND.

Statblock Type

Class Features

Link/Embed