You’ve made a pact with a deathless being, a creature that defies the cycle and life and death, forsaking its mortal shell so it might eternally pursue its unfathomable ambitions. For such beings, time and morality are fleeting things, the concerns of those for whom grains of sand still rush through life’s hourglass. Having once been mortal themselves, these ancient undead know first hand the paths of ambition and the routes past the doors of death. They eagerly share this profane knowledge, along with other secrets, with those who work their will among the living.
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### 1st Level
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##### Undead Spell List
You gain additional spells at the Warlock levels listed. They do not count against the number of spells you know.
| Warlock Level | Undead Spells |
| ------------- | -------------------------------------------------------------------------------------------------------------------- |
| 1 | [[Divine Spells#Bane\|bane]], [[Occult Spells#Ray of Sickness\|ray of sickness]] |
| 3 | [[Occult Spells#Blindness/Deafness\|blindness/deafness]], [[Divine Spells#Silence\|silence]] |
| 5 | [[Occult Spells#Phantom Steed\|phantom steed]], [[Divine Spells#Speak with Dead\|speak with dead]] |
| 7 | [[Divine Spells#Death Ward\|death ward]], [[Arcane Spells#Greater Invisibility\|greater invisibility]] |
| 9 | [[Occult Spells#Unnatural Preservation\|unnatural preservation]], [[Occult Spells#Contagion\|contagion]] |
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###### Bonus Cantrips
>In addition to your expanded spell list, you learn the [[Occult Spells#Chill Touch|chill touch]] and [[Divine Spells#Toll the Dead|toll the dead]] cantrips. They count as occult cantrips for you, but they don’t count against your number of cantrips known.
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#### Form of Dread
At 1st level, you manifest an aspect of your patron’s dreadful power. As a bonus action, you transform for 1 minute. You gain the following benefits while transformed:
- You gain temporary hit points equal to 1d10 + your warlock level.
- Once during each of your turns, when you hit a creature with an attack roll, you can force it to make a Wisdom saving throw against your spellcasting DC, and if the saving throw fails, the target is [[Conditions#Frightened|frightened]] of you until the end of your next turn.
- You are immune to the [[Conditions#Frightened|frightened]] condition.
You can transform a number of times equal to your [[Levels & Proficiency Bonus#Proficiency Bonus|proficiency bonus]], and you regain all expended uses when you finish a [[Survival Needs#Long Rest|long rest]].
The appearance of your Form of Dread reflects some aspect of your patron. For example, your form could be a shroud of shadows forming the crown and robes of your lich patron, or your body might glow with glyphs from ancient funerary rites and be surrounded by desert winds, suggesting your mummy patron.
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### 6th Level
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##### Grave Touched
At 6th level, your patron’s powers have a profound effect on your body and magic. You don’t need to eat, drink, or breathe.
In addition, once during each of your turns, when you hit a creature with an attack roll and roll damage against the creature, you can replace the damage type with necrotic damage. While you are using your [[#Form of Dread|Form of Dread]], you can roll one additional damage die when determining the necrotic damage the target takes.
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### 10th Level
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#### Necrotic Husk
At 10th level your connection to undeath and necrotic energy now saturates your body. You have [[Damage and Healing#Resistance|resistance]] to necrotic damage. If you are transformed using your [[#Form of Dread|Form of Dread]], you instead become [[Damage and Healing#Immunity|immune]] to necrotic damage.
In addition, when you would be reduced to 0 hit points, you can use your reaction to drop to 1 hit point instead and cause your body to erupt with deathly energy. Each creature of your choice that is within 30 feet of you takes necrotic damage equal to 2d10 + your warlock level. You then gain 1 level of [[Conditions#exhaustion|exhaustion]]. Once you use this reaction, you can’t do so again until you finish a [[Survival Needs#Long Rest|long rest]].
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### 14th Level
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##### Spirit Projection
Your spirit can become untethered from your physical form. As an action, you can project your spirit from your body. The body you leave behind is [[Conditions#Unconscious|unconscious]] and in a state of suspended animation.
Your spirit resembles your mortal form in almost every way, replicating your game statistics but not your possessions. Any damage or other effects that apply to your spirit or physical body affects the other. Your spirit can remain outside your body for up to 1 hour or until your [[Abilities & Skills#Concentration|concentration]] is broken. When your projection ends, your spirit returns to your body or your body magically teleports to your spirit’s space (your choice).
While projecting your spirit, you gain the following benefits:
- Your spirit and body gain [[Damage and Healing#Resistance|resistance]] to bludgeoning, piercing, and slashing damage.
- When you cast a spell of the [[Spellcasting#Schools of Magic|conjuration or necromancy]] school, the spell doesn’t require [[Spellcasting#Components|verbal or somatic components]] or a [[Spellcasting#Spellcasting Focus 🛠|spellcasting focus]].
- You have a [[Physical Capabilities#Flying|flying speed]] equal to your [[Physical Capabilities#Movement Speed|movement speed]] and can hover. You can move through creatures and objects as if they were [[Movement and Position#Difficult Terrain|difficult terrain]], but you take 1d10 force damage if you end your turn inside a creature or an object.
- While you are using your [[#Form of Dread|Form of Dread]], once during each of your turns when you deal necrotic damage to a creature, you regain hit points equal to half the amount of necrotic damage dealt.
Once you use this feature, you can’t do so again until you finish a [[Survival Needs#Long Rest|long rest]].