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View Full Version : Otherworldly Patron: The Uttercold Legion (V.3)



Giegue
2018-11-29, 06:11 PM
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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 to lead 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 melee weapon of your choice. Upon completing your training (or at character creation, if you received your training prior then the start of the campaign) your GM can have your military reward you with 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. You can have any magic weapon you find become your Ceremonial Weapon with a 10 minute ritual that transfers the magic properties of your ceremonial weapon to that magic weapon, though if that weapon requires attunement you must attune to your ceremonial weapon in the same manner. A Ceremonial Weapon can become a pact weapon, and a Soulscythe can become a Ceremonial Weapon in the same manner as a magic 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.
Conscript Undead

Also at 1st level, you learn how to bring the undead under your control. As an action you can 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 exceed your warlock level are immune to this effect. (Credit: Garfunion)

Horrorfrost

Starting at 6th level, you are able to fuse reanimating magics with cold magics to deadly effect. When a creature dies as a result of a warlock spell you cast that deals cold damage (Including spells that deal cold damage because of an invocation or other warlock class feature, such as Fellfrost), you can use your reaction to raise it as a skeleton or zombie under your control. Undead you raise this way remain animated for 1 minute or until end of combat (whichever comes first), and can be commanded as-if they where created by an Animate Dead spell cast by you. You can control an ammount of undead you create this way no higher than your Charisma modifier. Any undead you create with this feature over that limit are uncontrolled and hostile towards all living creatures.

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.

The following invocations are added to those a warlock can choose from when they select their invocations:

Soulweaver
Prerequisite: Chill Touch cantrip
When you successfully deal damage to a creature with the Chill Touch cantrip, you can have a living or undead creature within 30ft gain temporary hit points equal to the damage dealt + your Charisma modifier for 1 minute. Additionally, when you would regain hit points from a Warlock spell that also deals necrotic damage, you can instead have one living or undead creature within 30ft for each creature dealt necrotic damage by that spell regain that many hit points.

Reanimating Toll
Prerequisite: Toll the Dead cantrip
When a living creature is reduced to 0 or less hit points by a Toll the Dead cantrip you cast, 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.

Dreadful Toll
Prerequisite: Toll the Dead cantrip
When a creature fails its saving throw against a Toll the Dead cantrip you cast, that creature is frightened of you until the end of its next turn, after which it becomes immuned to this invocation’s effects.

Felfrost
Prerequisite: Uttercold Legion Patron
When you cast a Warlock spell that deals cold damage normally, that spell deals additional necrotic damage equal to your Charisma modifier to a single target. When you cast a warlock spell that deals necrotic damage normally, that spell deals additional cold damage equal to your Charisma modifier to a single target (This effect does not stack with itself.)

Rime Blade
Prerequisite: Uttercold Legion Patron
While you are wielding your Ceremonial Weapon, you can cast Green Flame Blade as a warlock cantrip, using your Ceremonial Weapon to make the required melee weapon attack. When you cast Green Flame Blade this way, it deals cold damage instead of fire damage, and you use your Charisma modifier in place of your Strength modifier on both the required melee weapon attack and its resulting damage roll.

Icy Burst
Prerequisite: Frostbite cantrip, 5th level
When you cast the Frostbite cantrip, you may target two additional creatures. Each target can not be no more then 10ft apart from each other.

Dominate the Dead
Prerequisites: 3rd level
As an action, you can expend a Warlock spell slot to target one undead creature you can see within 30ft and invoke your patron’s authority over it. It must make a Charisma saving throw. On a failed save, it must obey your commands for the next 24 hours, or until you use this Invocation again. Undead who's CR are equal to or greater than your Warlock level are immune to this Invocation.

The Dead Walk
Prerequisite: 5th level
You can cast Animate Dead using a Warlock spell slot twice per-long rest.

Desecrator
Prerequisite: The Dead Walk or Uttercold Legion Patron, 6th level
Any undead you create with necromancy spells and Warlock class features (such as an Animate Dead spell cast through The Dead Walk, or a Create Undead mystic arcanum spell) are treated as-if they where created in an area under the effects of the Desecrate spell.

Undead Commander
Prerequisite: Desecrator, Uttercold Legion Patron, 7th level
All friendly undead (Including undead you created with necromancy spells like Animate Dead) within 30ft of you gain the following additional benefits:

They add half your proficiency bonus to their weapon attack rolls.
Their weapon attacks count as magical for the purpose of bypassing resistance.
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.

Empowered Undead
Prerequisite: Desecrator, Fiend, Great Old One, or Undying Patron, 18th level
Any undead you create with necromancy spells and Warlock class features (such as an Animate Dead spell cast through The Dead Walk, or a Create Undead mystic arcanum spell) gain the following additional benefits:

They increase their hit point maximums by your character level (this stacks with the benefits of the Desecratior Invocation)
Their add half your Warlock level to their weapon damage rolls, instead of adding your Proficiency bonus to them by the effect of your Desecrator Invocation.
Their weapon attacks count as magical for the purpose of bypassing resistance.
The spells Vampiric Drain, Command Undead, Vampiric Feast and Control Undead are added to the Warlock and Wizard spell lists. The spells Vampiric Drain and Vampiric Feast are added to the Sorcerer spell list. The spells Command Undead, Desecrate, and Control Undead are added to the Cleric spell list.

Vampiric Drain
1st-level Necromancy
Casting Time: 1 action
Range: 60ft
Components: V, S
Duration Instantaneous

As an action, you syphon life force from one creature to heal your wounds. One living creature within range must make a Charisma saving throw. On a failed save, the target takes 3d6 necrotic damage. On a successful save it takes half as much damage. You regain hit points equal to half the damage
dealt.

At Higher Levels. When you cast this spell using a slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Desecrate
2nd-level Necromancy
Casting Time: 1 minute
Range: 20 ft radius spread, centered on you.
Components: V, S, M (A vial of unholy water and 25 gp worth (5 pounds) of silver dust, all of which must be sprinkled around the area.)
Duration: 1 hour

You perform a vile ritual that taints a 20 ft radius area, causing reanimation spells cast there to be bolstered in power. When you cast a necromancy spell of at least 3rd level that creates undead (Such as Animate Dead or Create Undead) within this spread during this spell’s duration, that spell gains the following additional effects:


The undead this spell creates add your spellcasting class level to their hit point maximums, if they would not already. If you have more than one spellcasting class, you choose which spellcasting class' level they add to their hit point maximums when you cast this spell.
The Undead this spell creates add your Proficiency bonus to their weapon damage rolls, if they would not already.
Command Undead
2nd-level Necromancy
Casting Time: 1 action
Range: 30ft
Target: 1 Undead creature within range
Components: V, S
Duration: 4 Hours

You harness your dark power to press undead into your service. You target 1 undead creature within range and force it to make a Charisma saving throw. On a failed save, you have influence over the creature. Intelligent undead (those with 8 or more intelligence) who fail their save treat you as their close friend and ally for the spell's duration. They become friendly towards you, and you have advantage on all Charisma checks you make when dealing with them. They will obey your requests and do favors for you as long as those requests or favors do not involve directly fighting for you or otherwise endangering their (un)life. After the duration of this spell ends, any intelligent undead you influenced with this spell remembers that you used magic to command it, and will react accordingly.

If the targeted undead is mindless (has an intelligence under 8), it is instead under your total control for the spell's duration. As an action, you may issue a simple command, such as “stay here”, “go there”, “attack him”, or “guard this area” to any mindless undead you have controlled with this spell. Once given a command, mindless undead will continue that course of action as long as they remain under this spell's effects, or until you spend your action to issue them a new command.

At Higher Levels. For each spell level above first at which you cast this spell, it targets 1 additional undead creature and increases its duration by 3 hours (to a maximum of 24 hours with a 9th level slot.).

Vampiric Feast
5th-level Necromancy
Casting Time: 1 action
Range: 60ft
Components: V, S
Duration Instantaneous

You create a circle of necrotic energy at a point within range that drains life force from those caught within it. Each living creature in a 20ft radius sphere centered on that point must make a Charisma saving throw. On a failed save, they take 3d6 necrotic damage. On a successful save they take half as
much damage. You regain hit points equal to half the damage
dealt.

At Higher Levels. When you cast this spell using a slot of 6th level or higher, the damage is increased by 1d6 for each slot level above 5th.

Control Undead
7th-level Necromancy
Casting Time: 1 action
Range: 30ft
Target: All Undead within range you can see.
Components: V, S
Duration: Concentration, up to 1 minute.

You invoke your dark power to control the undead. turning them into your obedient slaves temporarily. All undead with CRs lower than your level make a Charisma saving throw. On a failed save, they are friendly towards you and your allies and are under your total control. You may command these undead to move freely (no action required), but in order for them to take an action you must command them to do so with a bonus action. You can use this same bonus action to command any other undead under your control.

At Higher Levels. When you cast this spell in a slot of 8th level, its duration increases to 1 hour. When you cast this spell in a 9th level slot, its duration increases to 8 hours.

Credits

A big thanks to Garfunion of GITPG for inspiring and outright creating many of the mechanics used by these subclasses. Art courtesy of Granblu Fantasy.