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Black Parade Warlock
Black Parade Warlock
Black Parade Warlock
You have formed a pact with not one entity, but a legion of undead creatures whose collective will and power grant
you strength. Some of these entities are benign, some are evil, and some simply have no will of their own, and can
be used as simple tools or weapons. With this pact, you become a pathway between their collective consciousness
and the material plane: you allow them entry so they will aid you in your endeavors.
Some Grand Marshals, as the Black Parade calls them, form a special bond with specific members of the Parade, and
call for them specifically when they perform their summons. These Grand Marshals learn how to work in tandem
with their favorite undead, devising strategies and even bestowing gifts. In exchange for this servitude, the undead
are granted greater freedom to work for their own goals.
In combat, the Undead Soldier shares your initiative count, but it takes its turn immediately after yours. It can move
and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus
action on your turn to command it to take another action. That action can be one in its stat block or some other
action. The Undead Soldier shares a telepathic connection with you, and does not need to be able to see or hear you
to receive your commands. At levels 6, 10 and 14, the Undead Soldier gains a new action, detailed in its stat block. If
you are incapacitated, the Undead Soldier can take any action of its choice, not just Dodge.
If the Undead Soldier is reduced to 0 hit points, it vanishes and returns to the Black Parade. You can then spend a
Warlock spell slot to summon it again as an action, or wait until the end of a short or long rest to summon it again.
The Under Soldier then appears in an unoccupied space within 5 feet of you.
Finally, you can give magic items to your Undead Soldier as part of a long rest when they are summoned. If an item
requires attunement, the Undead Soldier instantly becomes attuned to the magic item. An Undead Soldier may only
carry one magic item that requires attunement at the same time. It obeys all attunement restrictions, unless its stat
block lists an exception. If it vanishes as a result of being reduced to 0 hit points or banished, the magic items drop to
the ground in their previous space, and the attunement, if any, ends.
Drill Commander
When you reach level 6, you learn some new commands to give your Undead Soldier when you are unable to
command them. If you have not issued any orders in your turn, your Undead Soldier can now use the Dash and
Disengage actions on its turn, besides Dodge.
March of Triumph
Also at level 6, slaying your enemies grants a boost to morale for you and your Undead Soldier. When you or your
Undead Soldier reduce a creature to 0 hit points, both of you gain temporary hit points equal to your Warlock level.
These temporary hit points last for ten minutes.
Additionally, as a bonus action, you can touch your Undead Soldier and restore hit points to it equal to 3d8 + your
Charisma modifier, provided it has no more than half its hit points left. Once you use this ability, you need to
complete a short or long rest before you can use it again.
If you have no active Undead Soldiers, spending a Warlock spell slot will summon two at the same time. You choose
which one has the shorter duration at the time of summoning.
Double Time, March. You order your Undead Soldier to continue fighting despite its wounds. It will continue
on the field until the end of its next turn, at which point it will simply vanish.
Fall in, Present Arms. You allow your Undead Soldier to be dismissed, ordering another Soldier to take its
place. You spend a Warlock spell slot, and another of your Undead Soldiers, different from the type that was
summoned, takes its place. The new Undead Soldier is summoned in the same space the previous one was
in, and can use its reaction to immediately make an attack.
Once you use one of these options, you need to complete a long rest before you can use either of them again. If you
use any of these options, the Undead Soldier that was reduced to 0 hit points to trigger the ability cannot be
summoned again until you complete a long rest.
Banshee – 4-base HP (d6) – 12 + PB AC
DEX/CHA save
Banshee Ballad (3/rest) – As a bonus action, give a creature within 30 feet a d6 to add to an attack roll or saving
throw. Changes to 1d10 at 14th level
Soothing Songstress (6th level) – Add 1d6 to Hit dice healing of friendly creatures during a short rest. Changes to
1d10 at 14th level
Alluring Aria (1/rest) (10th level) – As an action, create a 30-feet radius aura that gives advantage to saving throws
versus charm and fear
Spells (1/rest each): Healing Word, Dissonant Whispers (6th level), Hold Person (10th level), Fear (14th level)
CON/INT save
Doll Tinkering – Can infuse 1 Tiny nonmagical item with a property for one hour: message, image, sound, smell or
light – dispelled if unsummoned
Thought Acceleration (3/rest) (10th level) – Can add int modifier to own or Grand Marshal’s ability check o saving
throw (reaction)
Spells (1/rest each): Tasha’s Caustic Brew, Catapult (6th level), Enhance Ability (10th level), Vortex Warp (14th
level)
Draugr – 6-base HP (d10) – 15 + PB AC (chain shirt)
STR/CON save
Draugr Martial Training – Proficient with all simple and martial weapons
Combat Adaptability (6th level) – Choose between Archery, Dueling, Great Weapon Fighting, Two-Weapon
Fighting when summoned
Power Through (10th level) – Recover 1d10 + Level hit points as a bonus action 1/rest
WIS/CHA save
Guardian – Impose disadvantage on an attack roll against adjacent creature (needs shield) (reaction)
Desecration Smite (Recharge 5-6) (10th level) – Deal 3d8 necrotic damage on a hit
Warding Aura (14th level) – Add cha modifier to own saves and to allies within 5 feet
Spells (1/rest each): Shield of Faith (6th level), Warding Bond (14th level)
Jiangshi – 5-base HP (d8) – 15 + PB AC (unarmored defense)
STR/DEX save
Bajiquan – Can make a Fist attack as a bonus action after using Attack
Pummel (Recharge 4-6) (6th level) – Can make two Fist attacks as a bonus action after using Attack
Qi-Infused Fist (10th level) – Fist changes to 1d8, Fist attacks are considered magical
Sealing Talisman (1/rest) (10th level) – After a hit, can force the target to succeed on a con save or be stunned
until the end of the next turn. Not used up until successful
INT/WIS save
Spell Entropy (1/rest) (6th level) – As an action, regain use of a 1st level spell. At level 14, regain use of two 1st
level spells or one 2nd level spell
Spells (1/rest each): Mage Armor, Magic Missile, Rime’s Binding Ice (6th level), Silence (6th level), Vampiric Touch
(10th level), Melf’s Minute Meteors (10th level), Fire Wall (14th level)
Shikigami – 5-base HP (d8) – 14 + PB AC (natural armor)
INT/WIS save
Purification (3/rest) – As an action, heal 1d6 + wis to one creature within 30 feet. Alternatively, end poison,
disease, blinded or paralyzed condition
Onmyoji (1/rest) (6th level) – As an action, force every hostile undead within 30 feet is frightened for one minute.
Save can be repeated at the end of each turn.
Shiki-Ouji (1/rest) (10th level) – Halve acid, cold, fire, lightning or thunder damage for a creature within 30 feet
(reaction)
Natural Fury (14th level) – Add 1d8 acid damage to Ethereal Strike and Sacred Flame once per turn
Spells (1/rest each): Faerie Fire, Speak with Animals (6th level), Prayer of Healing (10th level), Mass Healing Word
(14th level)
DEX/INT save
Stalk Prey – If attacking with advantage, or another friendly creature within 5 feet of target, deal 1d4 additional
damage once per turn. Increases to 2d4 at 6th level, 3d4 at 10th level, and 4d4 at 14th level
Shadow Stride (6th level) – Can take the Dash, Disengage or Hide actions as bonus actions
Evasion (10th level) – Take half damage from dex saves if failed, no damage if successful
Become Shadows (3/rest) (14th level) – Become invisible as a bonus action until start of next turn
Spells (1/rest each): Hunter’s Mark (6th level), Gust of Wind (14th level)