subclass

Part of Black Feather Subclasses in the Black Feather book

Immortal Patron

A Warlock subclass

Endless life at a cost

Your patron is the unyielding force at the heart of all existence, the eternal counterbalance to the Void. The pact it offers yields secrets that test the limits of mortal flesh, unimaginable truths that reveal endless life sustained at a cost. But does it want you to safeguard or spread this knowledge across the ages of the multiverse? Perhaps you will one day work out its will in the uncountable eons it sets before you.

Expanded Spell List

The Immortal 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. In addition, You learn the Spare the Dying cantrip, which counts as a warlock cantrip for you.

Immortal Spells

Warlock Level Spells
1st False Life, Inflict Wounds
3rd Gentle Repose, Wither and Bloom
5th Animate Dead, Life Transference
7th Aura of Life, Death Ward
9th Antilife Shell, Raise Dead

Perpetual life

1st Level Immortal feature

You have left the weakness of mortal flesh behind. You gain the following benefits:

In addition, you learn to manipulate your supply of vital energy. You can use a bonus action to regain hit points equal to 1d10 + your warlock level. Additionally, if you put a severed body part of yours back in place when you use this feature, the part reattaches.

You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest.

Power at a price

6th Level Immortal feature

Your patron will fuel your thirst for power at the cost of your own vital energy. You can use an action to expend a number of hit dice equal to your spell slot level to recover one warlock spell slot. If you don’t have enough available hit dice, you cannot use this feature.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Life Siphon

10th Level Immortal feature

You learn how to absorb the departing essence of a dying creature. As a reaction when a creature dies within 60 feet of you, you can regain a number of your expended hit dice equal to your proficiency bonus. For every hit dice that you regain using this feature, you also gain 5 temporary hit points.

Once you use this feature, you can’t use it again until you finish a long rest.

Mortal coil

14th Level Immortal feature

Death itself is no longer a barrier to your progress. When you die you come back to life as if by the resurrection spell in a number of hours equal to your expended hit dice (minimum of 1 hour). When this occurs, all of your unexpended hit dice are consumed.

You cannot come back to life in this way if you do not have at least one unexpended hit dice available.

Last updated Nov 14 2024 @ 15:07

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