Undeath
Hexlords of Undeath profane life and commune with the dead to gain power and learn their arts. They love nothing more than to use their skills to oppose life and cause death. They tap into necromantic powers to cause death. Hexlords of Undeath tend to prefer the company of the dead and see the living as tragic beings that refuse to shed their mortality. They view themselves as vessels of death that begin a second life upon death.
Subclass Features
Origin Curse Spells
Your newly discovered origin ensures you always have certain spells prepared. You know the following spells and they do not count towards the number of spells you can prepare.
| Level | Prepared Spells |
|---|---|
| 3 | Blindness/Deafness, Cause Fear, Inflict Wounds, Toll the Dead, Wither and Bloom |
| 5 | Animate Dead, Summon Undead |
| 7 | Blight, Shadow of Moil |
| 9 | Danse Macabre, Raise Dead |
Specialized Jinxes
When you use a Jinx feature you can instead roll on this table or choose one if you fulfilled the requirements to choose one.
Specialized Jinx Table
| 1D6 | Jinx |
|---|---|
| 1 | Poltergeist Jinx: For the next hour random objects are moved to varying degrees. |
| 2 | Waft of Dead Body Jinx: Upon waking the next morning the target smells the stench of a dead body emanating from a random point within 120 ft of them. Once the source is detected the smell vanishes. |
| 3 | Shamble Jinx: The target’s legs lock up making them move with a shambling gait. The target’s movement speed is reduced by 5 ft for one hour. |
| 4 | Stiff Finger Jinx: The target’s fingers lock up making fine detailwork more difficult. The target has a 1D6 penalty to checks that involve their hands. |
| 5 | Sleep Like the Dead Jinx: The next time the target goes to sleep they wake up four hours later than intended unless another creature uses an action to wake them. |
| 6 | Dead Gaze Jinx: The target’s eyes glaze over for the next hour giving them a 1D6 penalty to CHA based checks except for Intimidation. |
Ally of Undeath
Your appearance takes on a pale complexion and your frame appears withered. At first glance another might think you an Undead. You learn an additional cantrip from the School of Necromancy and Undead have a 1D4 penalty on attacks against you.
Channel Necrotic Energy
You can call upon the powers of a variety of Undead. If the effect involves a saving throw the saving throw DC is equal to your spell save DC. You can use an action and choose one of the following effects:
-
Undead Nature: For the next 4 hours you do not need to eat, drink, sleep or breath.
-
Vengeful Tracker: For the next 10 minutes if a creature hits you with an attack you can track them without fail for 12 hours as long as you are both on the same plane of existence.
-
Ethereal Sight: For the next 10 minutes you can see creatures and objects within 20 ft of you that are on the Ethereal Plane.
-
Life Sense: You send your senses and detect the position and amount of every living creature within 90 ft of you.
You can use this feature a number of times per long rest equal to your Proficiency Bonus.
Specialized Hex
When you use a Hex feature you can use the following Hex:
Corpse in the Night: You can use a Hex feature and spend one hour performing a ritual involving a chunk of bone, a handful of graveyard dirt, an offering of flowers, cakes, baubles and spirits worth 15 gps, 3 candles, and a complex summoning circle that consumes 1 piece of chalk. An Undead appears shrouded in arcane darkness and asks if it has a target to torment or if it is to merely be a guard.
Torment Target: If you give it the given name, personal item, or piece of a specific target such as blood, a strand of hair, or bit of saliva the Undead silently slips away and linger around the target for 12 hours allowing their supernatural presence to seep into the area. During that time food and non magical plants around the target rot and water becomes stagnant and murky after being within 5 ft of the target for 10 minutes. Beasts feel uneasy and the target has disadvantage on Animal Handling checks and Beasts do not wish to willingly come within 10 ft of the target.
Act as a Guard: If you instruct it to act as a guard it lurks in the area for 12 hours. During this time the Undead absorbs harmful energy giving you Resistance to two of the following damage types: Cold, Necrotic, or Poison.
Channel Greater Necrotic Energy
You can call upon more powers from the Undead. You can use an action choose one of the following effects:
-
Undead Fortitude: For the next 10 minutes, if damage reduces you to 0 hit points, you must make a CON saving throw with a DC of 5 + the damage taken, unless the damage is Radiant or from a critical hit. On a success, you drop to 1 hit point instead.
-
Invisibility: You become Invisible for 10 minutes or until you attack or cast a spell or take damage.
-
Undead Defenses: For the next 10 minutes, you are Immune to Poison damage and the Poisoned condition. If you are Poisoned the condition ends for the duration.
-
Shadow Jump: If you are in Dim Light or Darkness you can teleport to a point you can see that is within 90 ft of you that is in Dim Light or Darkness.
You can use this feature a number of times per long rest equal to your Proficiency Bonus.
More Basic Curses
When you use your Basic Curse feature you can use the following option:
Corpse Tongue
-
Spell Level: 5
-
Duration: 1 hour
-
Trigger: Instantaneous
-
Effect: The target tongue becomes thick and unwieldy as if their tongue was bloated from rot. They become Mute and automatically fail CHA based skill checks. If they are knocked Prone or become Incapacitated they begin to suffocate and must attempt a CON saving throw DC equal to your spell save DC at the start of each of their turns and on a failed save fail to take a breath. After 4 turns of failing to take a breath they gain 1 level of Exhaustion. After 6 turns they gain two additional levels of Exhaustion. If they succeed the saving throw they can breathe normally until they are knocked Prone or become Incapacitated.
-
Removal Condition: The spell Remove Curse.
Channel Mighty Demonic Energy
You can call upon more powers from the Undead. You can use an action choose one of the following effects:
-
Regeneration: For the next 10 minutes, if you have at least 1 hit point you regain 2 hit points at the start of each of your turns.
-
Compulsive Whispers (1/Long Rest): For the next 1 minute manipulative whispers surround you. You can use a bonus action to cast the spell Command without expending a spell slot with the range of the spell becoming 5 ft.
-
Life Drain: You make a melee attack as part of the action and on a hit you deal 2D8 Necrotic damage and you regain the same amount of hit points as damage dealt.
-
Dreadful Glare (1/Long Rest): You target one creature within 60 ft of you that can see you and force them to make a WIS saving throw and on a failed save become Frightened of you for one minute. If the target fails the save by 5 or more they become Paralyzed for the duration instead. The target can repeat the save at the end of each of their turns, ending the effect on a successful save.
You can use this feature a number of times per long rest equal to your Proficiency Bonus.
More Potent Curses
When you use your Potent Curse feature you use the following option:
Dead Ringer
-
Spell Level: 7
-
Duration: 6 hours
-
Trigger: Instantaneous
-
Effect: The target becomes a beacon for Undead. All Undead within 300 ft of the target become hostile to the target and seek to kill them. The Undead can attempt a DC 15 WIS saving throw once every minute and on a successful save, they lose interest in the target unless they would have already been hostile to the target. The Undead can track the target without fail as long as they are on the same plane of existence and have advantage to hit the target and deal an additional 1D8 Necrotic damage on a hit and an additional 2D8 Necrotic damage (3D8 total) on a critical hit.
-
Removal Condition: The spell Remove Curse or staying on hallowed ground for an uninterrupted 10 minutes.
Channel Superior Necrotic Energy
You can call upon more powers from the Undead. You can use an action choose one of the following effects:
-
Incorporeal Movement: For the next 10 minutes, you can move through creatures and objects as if they were Difficult Terrain. If you end your turn in an occupied space you take 1D10 Force damage.
-
Hover: For the next 10 minutes, you gain a Hover speed equal to your movement speed.
-
Call Reinforcements (1/Long Rest): You cast a 5th level Animate Dead spell without expending a spell slot.
-
Death Gaze (1/Long Rest): You target one creature within 120 ft of you that you can see and that can see you. The target must make a CON saving throw and on a failed save takes 5D8 Necrotic damage or half as much on a successful save.
You can use this feature a number of times per long rest equal to your Proficiency Bonus.