![]() ![]() (For example, if you DM like to swarm you with creature, but never attack unconscious PCs with them in order to kill them before they are healed, then this patron is OP) But unless it counters your DM playstyle, it does not looks OP to me. ![]() I'm not saying it is bad, it is probably very good. High level feature are good healing tools, but is it better than multi-classing to cleric? It does not make you a primary healer, so it may be quite redundant with the healer of the team. The +1d10 to any ability check or save throw can protect you against mind control, ensure your survival in a life-or-death ability check (like diplomacy). This power is still probably better in raw combat strength than the Fiend's power. If you are not swarmed by creatures, the damages done by this feature are mostly negligible. So if you are swarmed by creatures, you will most likely be dead before having the time to reborn. The 6th level power looks very strong, but you can't rely on it if the enemies want your death: you have to wait your turn to "reborn" (saving death throw), so you just need 2 attacks (one melee and any other attack makes 3 failure against death) to hit you for you to be dead before you can do anything. (Note: if the DM somehow allows you to have access to them at no cost, then you probably become OP) In particular, you don't have access to scorching ray and fireball, which is very sad. ![]() Your spell list is inferior to the Fiend. The first level seems quite strong, but after the 2nd level, since your bonus to damages does not apply to Eldritch Blast, you don't have much more "at will" fire power than a regular warlock. Once you use this feature, you can't use it again until you finish a short or long rest.We did not play with it. Additionally, if you put a severed body part of yours back in place when you use this feature, the part reattaches. On your turn, you can use a bonus action to regain hit points equal to 1d8 + your warlock level. When you reach 14th level, you partake of some of the true secrets of the Undying. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged. Undying Natureīeginning at 10th level, you can hold your breath indefinitely, and you don't require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests. Once you use this feature, you can't use it again until you finish a long rest. You can regain hit points equal to 1d8 + your Constitution modifier (minimum of 1 hit point) when you succeed on a death saving throw or when you stabilize a creature with Spare the Dying. Starting at 6th level, you can give yourself vitality when you cheat death or when you help someone else cheat it. ![]() An undead is also immune to this effect for 24 hours if you target it with an attack or a harmful spell. On a successful save, the creature is immune to this effect for 24 hours. On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. If an undead targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (an undead needn't make the save when it includes you in an area effect, such as the explosion of Fireball). You also have advantage on saving throws against any disease.Īdditionally, undead have difficulty harming you. Starting at 1st level, you learn the Spare the Dying cantrip, which counts as a warlock cantrip for you. The following spells are added to the warlock spell list for you. The Undying lets you choose from an expanded list of spells when you learn a warlock spell. Source: Sword Coast Adventurer's Guide Expanded Spell List ![]()
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