Giegue
2018-10-03, 08:15 PM
https://pm1.narvii.com/6371/36b53a2519b472b6249399509e22f2c5f482ca71_hq.jpg
War is expensive. The toll of war is the lives of soldiers, and the lives of soldiers take immense resources to mantain. With requirements like food, shelter and rest, the average man-at-arms is a very inefficient tool in the game of war. While some nations try to rectify this with the use of constructs, their outrageous price tags prove prohibitive to deploying them en-mass. While most nations live with the costs of fielding an entirely living army or using constructs, for a few wayward nations necromancy provides an alluring alternative.
When morality is set aside, the undead can make terrifically efficient soldiers. Fearless and untiring, undead don't require food, lodging or rest for their survival. They do not shrink at the prospect of taking life, and will obey orders without question. With their relatively cheap price, at least when compared to constructs, it is no surprise some desperate or amoral nations turn to raising the dead as a means of cutting down on the number of living troops they must provide for. However, while obedient, mindless undead are less than ideal in many respects, being unable to take initiative or respond to changing battlefield conditions. Sentient undead are therefore the pinnacle of soldiering, but since they are not mindless they have the capacity for disobedience. Thus, both shambling mindless grunts and elite intelligent shock troopers come with the same need: the need for leadership.
For political reasons, the undead are seldom permitted to serve as their own officers; instead, fearful mortal authorities insist that they must be placed under the command of the living. However, if such officers hope to win the respect of their troops, they must be magically powerful in their own right, as well as charismatic and subtly tainted by the touch of death. Such officers are thus vested with magical powers by the sovereigns of their nations, giving them quick and easy access to the fell talents needed tolead undead units on the battlefield. Often called "uttercold assault necromancers," the defining trait of these Warlocks is their ability to harness a twisted blend of ice and death-based magics to support the undead that fight under them and destroy their enemies.
The undead soldiers that uttercold assault necromancers lead are perfectly disciplined, and their nations thus expect the same level of discipline from them. In order to maintain this expected discipline, and in response to the hatred and fear in which their forces are held, uttercold assault necromancers are held to the highest standard of military ethics. A degree of political aptitude is also demanded of these officers, as their forces are almost guaranteed to be given the most dangerous and least desirable missions. The stringent requirements that come with being an uttercold assault necromancer demand commitment from a young age, so most who take up the path are apprenticed in their teens, and low level characters typically fall into this apprentice category.
Patron Spells
The Uttercold Legion lets choose from an expanded list of spells when you select a Warlock spell. The following spells are added to the warlock spell list for you:
1st: Heroism, Ice Knife
2nd: Aid, Enhance Ability
3rd: Crusader's Mantle, Sleet Storm
4th: Death Ward, Ice Storm
5th: Circle of Power, Cone of Cold
An Officer and a Gentleman
As an Uttercold Assault Necromancer, you are a recognized officer in a military force that has one or more undead detachments, one of which you are responsible for, or one day will be responsible for. Starting when you select this patron at 1st level you and up to 4 of your allies may gain free food and lodging, while on a military installation within your nation. You also have advantage on all d20 rolls when gathering information from military members (active or retired) from your nation.
You gain proficiency in one versatile or one-handed weapon of your choice. Upon completing your training you are given a weapon of that type, known as a Ceremonial Weapon. You may use you ceremonial weapon as an arcane focus for your Warlock spells and abilities. If you lose or break your Ceremonial Weapon you may get a replacement at any military installation within your nation. A Ceremonial Weapon can become a pact weapon.
You also must abide by the officer's code, a set of exacting standards that your military and nation hold you accountable to. Your GM determines the exact punishment for defying this code.
As an Uttercold Assault Necromancer, you must conduct your villainous acts with restraint, good manners and aplomb. In addition, you must hold yourself to the following rules:
You must avoid harming innocents and civilians, when feasible.
You must be courteous and dignified of bearing (and towards the opposite sex, gallant) at all times.
You must graciously accept the surrender of a defeated foe, and treat them with decorum and respect, which means absolutely no torture.
You cannot summarily slay captured foes. You are permitted to test their worthiness by placing them in elaborate conditions almost certain to kill them, as long as those of sufficient character or cleverness might survive.
You must always keep your word of honor.
You are also expected to ensure that all of your subordinates (including undead minions you raise or summon yourself) obey this code, and to discipline them if they do not. Note that other "dishonorable" actions, including attacks from ambush, torture of captured spies, and the use of poison, are perfectly permissible under the Officer's Code.
Command the Dead
Also at 1st level, you gain the ability to control undead creatures. As an action you may expend a Warlock spell slot to take control of an undead creature. When you this, you target one undead creature you can see within 30 feet and force it to make a Wisdom saving throw. On a failed save, the target must obey your commands for the next 24 hours, or until you use this feature again. Undead whose CRs equal or exceeds your warlock level are immune to this effect.
Chill of Death
At 6th level you learn to reanimate those that fall to your icy magics as undead minions. When a creature dies from a spell you cast that deals cold damage, you may use your reaction and spend one warlock spell slot to cast Animate Dead as a Warlock spell on the creature, ignoring its material component cost and casting time.
Cold Embrace
Starting at 10th level, you gain resistance to cold and necrotic damage, can hold your breath indefinitely, and don't require food, water, or sleep, though you still require rest to reduce exhaustion and still benefit from finishing short and long rests. In addition, you 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.
Uttercold Assault
At 14th level, you learn how to draw upon the dual powers of frost and necromancy to devistate your foes. As an action you can create a burst of ice centered around you with a 20ft radius. Creatures caught within that radius must make a Dexterity saving throw against your Warlock spell save DC. On a failed save, they take 10d8 cold damage and become restrained. A restrained creature can spend their action to break the restrained condition. On a successful save, they take half as much damage, and are not restrained. If any creature is reduced to 0 or less hit points by this feature, they become skeletons or zombies (your choice, and not subject to change once chosen) under your control, as if you cast Animate Dead on their corpses. Once you use this feature, you cannot do so again until you complete a short or long rest.
New Invocations
The following invocations are added to those a warlock can choose from when they select their invocations:
Fell Animate
Prerequisite: Chill Touch cantrip
When a living creature’s hit points are reduced to 0 or less from your Chill Touch cantrip a skeleton rises from its corpse. The skeleton has 1 hit point and has the same initiative as the creature. When the skeleton takes it’s turn, it will move to and attack the closest target that is an enemy to you (if it can). At the end of the skeleton’s turn its hit points are reduced to 0 and crumbles to pieces. (Credit: Garfunion)
Frightful Touch
Prerequisite: Chill Touch cantrip
When you hit a creature with your Chill Touch cantrip, that creature must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of its next turn, after which it becomes immuned to this invocation’s effects. (Credit: Garfunion)
Fellfrost
When you cast a spell that deals cold damage, that spell deals additional necrotic damage equal to your Charisma modifier against a single target. (Credit: Garfunion)
Rime Blade
Prerequsite: Uttercold Legion Patron
You gain Green Flame Blade as a bonus Warlock cantrip, which does not count against your total cantrips known (as-per the warlock table). When you cast Green Flame Blade, it deals cold damage instead of fire damage.
Icy Burst
Prerequisite: 5th level, Frostbite cantrip, Uttercold Legion Patron
When you cast Frostbite cantrip, you may target two additional creatures. Each target can not be no more then 10ft apart from each other. (Credit: Garfunion)
The Dead Walk
Prerequisite: 5th level
You can cast Animate Dead using a Warlock spell slot twice per-long rest.
General of Undeath
Prerequisite: 5th level, Uttercold Legion Patron
Frendly undead creatures within 30ft of you add your Charisma modifier to their weapon damage rolls.
Unholy Healing
Prerequisite: 7th level, Uttercold Legion Patron
When a friendly undead creature within 30ft of you spends a hit die to heal, they restore additional hit points equal to your Warlock level. (Credit: Garfunion)
Flexible Arcanum
Prerequisite: 11th level
Choose one Warlock spell (which can be a mystic arcanum spell, if applicable) you know. You may use your Mystic Arcanum to cast that spell at a spell level equal to the Mystic Arcanum spent. (You do not also cast the expended mystic arcanum spell when you do this.) You can select this invocation multiple times. Each time you do so, you must choose a different spell. (Credit: Garfunion)
Patron Spells
The Uttercold Legion lets choose from an expanded list of spells when you select a warlock spell. The following spells are added to the warlock spell list for you:
1st: Heroism, Ice Knife
2nd: Aid, Snilloc's Snowball Swarm
3rd: Crusader's Mantle, Sleet Storm
4th: Elemental Bane, Ice Storm
5th: Circle of Power, Cone of Cold
An Officer and a Gentleman
As an Uttercold Assault Necromancer, you are a recognized officer in a military force that has one or more undead detachments, one of which you are responsible for, or one day will be responsible for. When you select this patron at 1st level, you gain the Military Rank feature of the soldier background, with your rank being an appropriate officer rank in your nation or faction's military. If you already have the Military Rank background feature, you instead gain the Retainers feature of the Knight variant of the Noble background. However, due to the foul reputation necromancy has, your military rank may not be honored among soldiers and nations that hold the undead and necromancy in contempt.
You also must abide by the officer's code, a set of standards that your military and nation hold you accountable to. Your GM determines the exact punishment for defying this code. Additionally, you can use an officer's dress sword (which is typically a longsword or rapier, though that may change depending on your nation or military) as an arcane focus for your Warlock spells. However, this feature dose not confer proficiency with any such weapons, just the ability to use them as arcane foci. If you wish, you can start play with an officer's dress sword instead of the arcane focus you would normally receive from the Warlock class.
Being placed in a position of great responsibility, Uttercold Assault Necromancers are held to the highest standards of millitary ethics. The powers they are vested and the undead they lead both hold the potential for great evil and destruction, and as a result these officers are made to understand the weight of their duty from a young age. Thus, Uttercold Assault Necromancers are required by their nations to hold themselves to the Officer's Code, a set of military ethics that help them to use the powers and soldiers they hold sway over responsibly. While the default fluff and mechanics of this archetype involve being held to this code, a GM can waive the requirement for an Uttercold Assault Necromancer to follow the Officer's Code at their discretion. The Officer's Code is outlined below:
As an Uttercold Assault Necromancer, you must conduct your villainous acts with restraint, good manners and aplomb. In addition, you must hold yourself to the following rules:
You must avoid harming innocents and civilians, when feasible.
You must be courteous and dignified of bearing (and towards the opposite sex, gallant) at all times.
You must graciously accept the surrender of a defeated foe, and treat them with decorum and respect, which means absolutely no torture.
You cannot summarily slay captured foes. You are permitted to test their worthiness by placing them in elaborate conditions almost certain to kill them, as long as those of sufficient character or cleverness might survive.
You must always keep your word of honor.
You are also expected to ensure that all of your subordinates (including undead minions you raise or summon yourself) obey this code, and to discipline them if they do not. Note that other "dishonorable" actions, including attacks from ambush, torture of captured spies, and the use of poison, are perfectly permissible under the Officer's Code.
Uttercold Magic
One of the foundational aspects of an Uttercold Assault Necromancer's training is learning to blend cold and necrotic magics into a unified whole. Starting at 1st level, your Warlock spells that deal cold damage deal half their damage as necrotic damage. When you cast Eldritch Blast it deals cold damage instead of force damage. (Meaning it would also deal half its damage as necrotic damage due to this feature) Additionally, when a frendly undead creature (including those you don’t control) would be dealt damage by a Warlock spell of 1st level or higher you cast that deals cold damage, they instead heal hit points equal to half the total damage the spell would deal.
General of Undeath
At 6th level you become a true lord of undead, able to raise empowered undead and use your mastery of uttercold magic to heal your minions. You gain The Dead Walk and Undead Mastery as bonus invocations, which do not count against your total invocations known. All frendly undead you don’t control recieve the benefits of your Undead Mastery invocation as if you created them with a necromamcy spell as long as they remain within 30ft of you.
Additionally, when you use a bonus action to command undead you control, you can also command all frendly undead you don’t control as a part of that bonus action, as if you controlled them. This does not confer actual control over those undead however; they can freely choose to disobey your commands if they are counter to their wishes or the wishes of their controllers.
Undead Shield
As you grow in power you eventually learn how to use your undead soldiers to defend yourself. Whenever you take damage and have an undead you control within 5ft if you, you can use your reaction to take half the triggering damage and have that undead take an equal amount of damage of the same type and from the same source. This damage cannot be prevented or avoided in any way. If using this ability drops an undead to 0 hit points, you gain temporary hit points equal to twice your Charisma modifier. Once you use this feature, you cannot do so again until you finish a short or long rest.
Lord of the Uttercold
At 14th level you learn how to effectively command your hoard of undead, turning them into a deadly fighting force through your tactical coordination. All frendly undead (including those you don’t control) have the Pact Tactics trait as long as they remain within 30ft of you. Additionally, any undead you command to attack that makes their attack with advantage deals additional damage equal to your Charisma modifier + the number of frendly undead that are adjacent to its target with that attack.
Credits
Current iteration property of Garfunion of GITPG. A big thanks to everybody who posted here and helped hammer out the class as well. Art credit sadly unknown, but I didn't draw it, and don't claim that I did.
War is expensive. The toll of war is the lives of soldiers, and the lives of soldiers take immense resources to mantain. With requirements like food, shelter and rest, the average man-at-arms is a very inefficient tool in the game of war. While some nations try to rectify this with the use of constructs, their outrageous price tags prove prohibitive to deploying them en-mass. While most nations live with the costs of fielding an entirely living army or using constructs, for a few wayward nations necromancy provides an alluring alternative.
When morality is set aside, the undead can make terrifically efficient soldiers. Fearless and untiring, undead don't require food, lodging or rest for their survival. They do not shrink at the prospect of taking life, and will obey orders without question. With their relatively cheap price, at least when compared to constructs, it is no surprise some desperate or amoral nations turn to raising the dead as a means of cutting down on the number of living troops they must provide for. However, while obedient, mindless undead are less than ideal in many respects, being unable to take initiative or respond to changing battlefield conditions. Sentient undead are therefore the pinnacle of soldiering, but since they are not mindless they have the capacity for disobedience. Thus, both shambling mindless grunts and elite intelligent shock troopers come with the same need: the need for leadership.
For political reasons, the undead are seldom permitted to serve as their own officers; instead, fearful mortal authorities insist that they must be placed under the command of the living. However, if such officers hope to win the respect of their troops, they must be magically powerful in their own right, as well as charismatic and subtly tainted by the touch of death. Such officers are thus vested with magical powers by the sovereigns of their nations, giving them quick and easy access to the fell talents needed tolead undead units on the battlefield. Often called "uttercold assault necromancers," the defining trait of these Warlocks is their ability to harness a twisted blend of ice and death-based magics to support the undead that fight under them and destroy their enemies.
The undead soldiers that uttercold assault necromancers lead are perfectly disciplined, and their nations thus expect the same level of discipline from them. In order to maintain this expected discipline, and in response to the hatred and fear in which their forces are held, uttercold assault necromancers are held to the highest standard of military ethics. A degree of political aptitude is also demanded of these officers, as their forces are almost guaranteed to be given the most dangerous and least desirable missions. The stringent requirements that come with being an uttercold assault necromancer demand commitment from a young age, so most who take up the path are apprenticed in their teens, and low level characters typically fall into this apprentice category.
Patron Spells
The Uttercold Legion lets choose from an expanded list of spells when you select a Warlock spell. The following spells are added to the warlock spell list for you:
1st: Heroism, Ice Knife
2nd: Aid, Enhance Ability
3rd: Crusader's Mantle, Sleet Storm
4th: Death Ward, Ice Storm
5th: Circle of Power, Cone of Cold
An Officer and a Gentleman
As an Uttercold Assault Necromancer, you are a recognized officer in a military force that has one or more undead detachments, one of which you are responsible for, or one day will be responsible for. Starting when you select this patron at 1st level you and up to 4 of your allies may gain free food and lodging, while on a military installation within your nation. You also have advantage on all d20 rolls when gathering information from military members (active or retired) from your nation.
You gain proficiency in one versatile or one-handed weapon of your choice. Upon completing your training you are given a weapon of that type, known as a Ceremonial Weapon. You may use you ceremonial weapon as an arcane focus for your Warlock spells and abilities. If you lose or break your Ceremonial Weapon you may get a replacement at any military installation within your nation. A Ceremonial Weapon can become a pact weapon.
You also must abide by the officer's code, a set of exacting standards that your military and nation hold you accountable to. Your GM determines the exact punishment for defying this code.
As an Uttercold Assault Necromancer, you must conduct your villainous acts with restraint, good manners and aplomb. In addition, you must hold yourself to the following rules:
You must avoid harming innocents and civilians, when feasible.
You must be courteous and dignified of bearing (and towards the opposite sex, gallant) at all times.
You must graciously accept the surrender of a defeated foe, and treat them with decorum and respect, which means absolutely no torture.
You cannot summarily slay captured foes. You are permitted to test their worthiness by placing them in elaborate conditions almost certain to kill them, as long as those of sufficient character or cleverness might survive.
You must always keep your word of honor.
You are also expected to ensure that all of your subordinates (including undead minions you raise or summon yourself) obey this code, and to discipline them if they do not. Note that other "dishonorable" actions, including attacks from ambush, torture of captured spies, and the use of poison, are perfectly permissible under the Officer's Code.
Command the Dead
Also at 1st level, you gain the ability to control undead creatures. As an action you may expend a Warlock spell slot to take control of an undead creature. When you this, you target one undead creature you can see within 30 feet and force it to make a Wisdom saving throw. On a failed save, the target must obey your commands for the next 24 hours, or until you use this feature again. Undead whose CRs equal or exceeds your warlock level are immune to this effect.
Chill of Death
At 6th level you learn to reanimate those that fall to your icy magics as undead minions. When a creature dies from a spell you cast that deals cold damage, you may use your reaction and spend one warlock spell slot to cast Animate Dead as a Warlock spell on the creature, ignoring its material component cost and casting time.
Cold Embrace
Starting at 10th level, you gain resistance to cold and necrotic damage, can hold your breath indefinitely, and don't require food, water, or sleep, though you still require rest to reduce exhaustion and still benefit from finishing short and long rests. In addition, you 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.
Uttercold Assault
At 14th level, you learn how to draw upon the dual powers of frost and necromancy to devistate your foes. As an action you can create a burst of ice centered around you with a 20ft radius. Creatures caught within that radius must make a Dexterity saving throw against your Warlock spell save DC. On a failed save, they take 10d8 cold damage and become restrained. A restrained creature can spend their action to break the restrained condition. On a successful save, they take half as much damage, and are not restrained. If any creature is reduced to 0 or less hit points by this feature, they become skeletons or zombies (your choice, and not subject to change once chosen) under your control, as if you cast Animate Dead on their corpses. Once you use this feature, you cannot do so again until you complete a short or long rest.
New Invocations
The following invocations are added to those a warlock can choose from when they select their invocations:
Fell Animate
Prerequisite: Chill Touch cantrip
When a living creature’s hit points are reduced to 0 or less from your Chill Touch cantrip a skeleton rises from its corpse. The skeleton has 1 hit point and has the same initiative as the creature. When the skeleton takes it’s turn, it will move to and attack the closest target that is an enemy to you (if it can). At the end of the skeleton’s turn its hit points are reduced to 0 and crumbles to pieces. (Credit: Garfunion)
Frightful Touch
Prerequisite: Chill Touch cantrip
When you hit a creature with your Chill Touch cantrip, that creature must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of its next turn, after which it becomes immuned to this invocation’s effects. (Credit: Garfunion)
Fellfrost
When you cast a spell that deals cold damage, that spell deals additional necrotic damage equal to your Charisma modifier against a single target. (Credit: Garfunion)
Rime Blade
Prerequsite: Uttercold Legion Patron
You gain Green Flame Blade as a bonus Warlock cantrip, which does not count against your total cantrips known (as-per the warlock table). When you cast Green Flame Blade, it deals cold damage instead of fire damage.
Icy Burst
Prerequisite: 5th level, Frostbite cantrip, Uttercold Legion Patron
When you cast Frostbite cantrip, you may target two additional creatures. Each target can not be no more then 10ft apart from each other. (Credit: Garfunion)
The Dead Walk
Prerequisite: 5th level
You can cast Animate Dead using a Warlock spell slot twice per-long rest.
General of Undeath
Prerequisite: 5th level, Uttercold Legion Patron
Frendly undead creatures within 30ft of you add your Charisma modifier to their weapon damage rolls.
Unholy Healing
Prerequisite: 7th level, Uttercold Legion Patron
When a friendly undead creature within 30ft of you spends a hit die to heal, they restore additional hit points equal to your Warlock level. (Credit: Garfunion)
Flexible Arcanum
Prerequisite: 11th level
Choose one Warlock spell (which can be a mystic arcanum spell, if applicable) you know. You may use your Mystic Arcanum to cast that spell at a spell level equal to the Mystic Arcanum spent. (You do not also cast the expended mystic arcanum spell when you do this.) You can select this invocation multiple times. Each time you do so, you must choose a different spell. (Credit: Garfunion)
Patron Spells
The Uttercold Legion lets choose from an expanded list of spells when you select a warlock spell. The following spells are added to the warlock spell list for you:
1st: Heroism, Ice Knife
2nd: Aid, Snilloc's Snowball Swarm
3rd: Crusader's Mantle, Sleet Storm
4th: Elemental Bane, Ice Storm
5th: Circle of Power, Cone of Cold
An Officer and a Gentleman
As an Uttercold Assault Necromancer, you are a recognized officer in a military force that has one or more undead detachments, one of which you are responsible for, or one day will be responsible for. When you select this patron at 1st level, you gain the Military Rank feature of the soldier background, with your rank being an appropriate officer rank in your nation or faction's military. If you already have the Military Rank background feature, you instead gain the Retainers feature of the Knight variant of the Noble background. However, due to the foul reputation necromancy has, your military rank may not be honored among soldiers and nations that hold the undead and necromancy in contempt.
You also must abide by the officer's code, a set of standards that your military and nation hold you accountable to. Your GM determines the exact punishment for defying this code. Additionally, you can use an officer's dress sword (which is typically a longsword or rapier, though that may change depending on your nation or military) as an arcane focus for your Warlock spells. However, this feature dose not confer proficiency with any such weapons, just the ability to use them as arcane foci. If you wish, you can start play with an officer's dress sword instead of the arcane focus you would normally receive from the Warlock class.
Being placed in a position of great responsibility, Uttercold Assault Necromancers are held to the highest standards of millitary ethics. The powers they are vested and the undead they lead both hold the potential for great evil and destruction, and as a result these officers are made to understand the weight of their duty from a young age. Thus, Uttercold Assault Necromancers are required by their nations to hold themselves to the Officer's Code, a set of military ethics that help them to use the powers and soldiers they hold sway over responsibly. While the default fluff and mechanics of this archetype involve being held to this code, a GM can waive the requirement for an Uttercold Assault Necromancer to follow the Officer's Code at their discretion. The Officer's Code is outlined below:
As an Uttercold Assault Necromancer, you must conduct your villainous acts with restraint, good manners and aplomb. In addition, you must hold yourself to the following rules:
You must avoid harming innocents and civilians, when feasible.
You must be courteous and dignified of bearing (and towards the opposite sex, gallant) at all times.
You must graciously accept the surrender of a defeated foe, and treat them with decorum and respect, which means absolutely no torture.
You cannot summarily slay captured foes. You are permitted to test their worthiness by placing them in elaborate conditions almost certain to kill them, as long as those of sufficient character or cleverness might survive.
You must always keep your word of honor.
You are also expected to ensure that all of your subordinates (including undead minions you raise or summon yourself) obey this code, and to discipline them if they do not. Note that other "dishonorable" actions, including attacks from ambush, torture of captured spies, and the use of poison, are perfectly permissible under the Officer's Code.
Uttercold Magic
One of the foundational aspects of an Uttercold Assault Necromancer's training is learning to blend cold and necrotic magics into a unified whole. Starting at 1st level, your Warlock spells that deal cold damage deal half their damage as necrotic damage. When you cast Eldritch Blast it deals cold damage instead of force damage. (Meaning it would also deal half its damage as necrotic damage due to this feature) Additionally, when a frendly undead creature (including those you don’t control) would be dealt damage by a Warlock spell of 1st level or higher you cast that deals cold damage, they instead heal hit points equal to half the total damage the spell would deal.
General of Undeath
At 6th level you become a true lord of undead, able to raise empowered undead and use your mastery of uttercold magic to heal your minions. You gain The Dead Walk and Undead Mastery as bonus invocations, which do not count against your total invocations known. All frendly undead you don’t control recieve the benefits of your Undead Mastery invocation as if you created them with a necromamcy spell as long as they remain within 30ft of you.
Additionally, when you use a bonus action to command undead you control, you can also command all frendly undead you don’t control as a part of that bonus action, as if you controlled them. This does not confer actual control over those undead however; they can freely choose to disobey your commands if they are counter to their wishes or the wishes of their controllers.
Undead Shield
As you grow in power you eventually learn how to use your undead soldiers to defend yourself. Whenever you take damage and have an undead you control within 5ft if you, you can use your reaction to take half the triggering damage and have that undead take an equal amount of damage of the same type and from the same source. This damage cannot be prevented or avoided in any way. If using this ability drops an undead to 0 hit points, you gain temporary hit points equal to twice your Charisma modifier. Once you use this feature, you cannot do so again until you finish a short or long rest.
Lord of the Uttercold
At 14th level you learn how to effectively command your hoard of undead, turning them into a deadly fighting force through your tactical coordination. All frendly undead (including those you don’t control) have the Pact Tactics trait as long as they remain within 30ft of you. Additionally, any undead you command to attack that makes their attack with advantage deals additional damage equal to your Charisma modifier + the number of frendly undead that are adjacent to its target with that attack.
Credits
Current iteration property of Garfunion of GITPG. A big thanks to everybody who posted here and helped hammer out the class as well. Art credit sadly unknown, but I didn't draw it, and don't claim that I did.