Black Parade Warlock

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Pact of the Black Parade

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.

Expanded Spell List


The Black Parade lets you choose from an expanded list of spells when you learn a warlock spell. The following spells
are added to the warlock spell list for you.

Black Parade Expanded Spells


Spell Level Spells
1st Bane, False Life
2nd Augury, Wither and Bloom
3rd Bestow Curse, Spirit Guardians
4th Confusion, Phantasmal Killer
5th Raise Dead, Geas

Gearing Up the Marching Band


At 1st level, you gain proficiency with rapiers and medium armor. You also learn the chill touch cantrip, as your most
basic way to manifest the Black Parade.

The Procession Begins


At 1st level, you form your first ally in the Black Parade, an Undead Soldier, and gain the ability to summon it to your
plane. Pick two options from the following: Banshee, Doll, Draugr, Dullahan, Jiangshi, Lich, Shikigami or Spectre.
Those types of Undead Soldiers become bound to your service, and you can summon one of them at the end of a
short or long rest. Its stat block, listed at the end of the class, corresponds to one of the types you chose, and uses
your proficiency bonus (PB) in several places. You can choose the Undead Soldier’s appearance, which has no effect
on its statistics. You can pick an additional type to bind to your service at the 6th, 10th and 14th levels. Whenever
you can pick a new Undead Soldier type, you can also replace an existing type you know. This reflects your shift in
allegiances as you draw on more of the Parade’s power. You can dismiss an Undead Soldier you have summoned as a
free action.

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.

Woodwind, Brass, Percussion


At level 10, you can allow more of the Black Parade to enter your plane at the same time. You can now spend a
Warlock spell slot to summon a second Undead Soldier, which must be a different type from the one that is already
summoned. This second Undead Soldier only lasts up to 1 hour. You can command both Undead Soldiers with the
same bonus action, and they take their turn one after the other in any order you choose.

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.

Lively Graveyard, Walking Day


At 14th level, the Black Parade takes such recognition to your authority as a Grand Marshal that you are able to keep
your Undead Soldiers marching past their limit. When your Undead Soldier is reduced to 0 hit points, you can use
your reaction to choose one of two effects:

 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

STR 5 DEX 14 CON 10 INT 8 WIS 12 CHA 16

DEX/CHA save

Poison resist – Poisoned/Charmed/Exhausted immune

Proficiencies – Insight, Perception, Performance, Persuasion

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

Talons – 1d6 + dex + PB slashing

Cantrips: Minor Illusion, Vicious Mockery

Spells (1/rest each): Healing Word, Dissonant Whispers (6th level), Hold Person (10th level), Fear (14th level)

Doll – 5-base HP (d8) – 14 + PB AC (natural armor)

STR 10 DEX 8 CON 16 INT 16 WIS 10 CHA 6

CON/INT save

Poison resist – Poisoned/Exhausted/Frightened/Charmed immune

Proficiencies – Arcana, Tinker’s Tools

Doll Tinkering – Can infuse 1 Tiny nonmagical item with a property for one hour: message, image, sound, smell or
light – dispelled if unsummoned

Adaptive Tools (6th level) – Proficient with two additional tools

Thought Acceleration (3/rest) (10th level) – Can add int modifier to own or Grand Marshal’s ability check o saving
throw (reaction)

Improved Compatibility (14th level) – Can attune to an extra magical item

Slam – 1d6 + str + PB bludgeoning

Cantrips: Ray of Frost, Mending

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 16 DEX 16 CON 16 INT 6 WIS 10 CHA 6

STR/CON save

Poison resist – Poisoned immune

Proficiencies – Athletics, Perception

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

Undead Willpower (14th level) – Reroll a failed save 1/rest

Multiattack – PB/2 rounded down

Longsword – 1d8/1d10 + str + PB slashing

Heavy Crossbow – 1d10 + dex + PB piercing

Dullahan – 6-base HP (d10) – 17 + PB AC (chain mail, shield)

STR 16 DEX 8 CON 16 INT 8 WIS 12 CHA 14

WIS/CHA save

Poison resist – Poisoned/Frightened immune

Proficiencies – Athletics, Intimidation

Guardian – Impose disadvantage on an attack roll against adjacent creature (needs shield) (reaction)

Restoring Touch (2/rest) (6th level) – Heal up to Level hit points

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

Multiattack – PB/3 rounded up

Warhammer – 1d8/1d10 + str + PB bludgeoning

Javelin – 1d6 + str + PB piercing

Spells (1/rest each): Shield of Faith (6th level), Warding Bond (14th level)
Jiangshi – 5-base HP (d8) – 15 + PB AC (unarmored defense)

STR 10 DEX 16 CON 12 INT 6 WIS 14 CHA 6

STR/DEX save

Poison resist – Poisoned/Charmed immune

Proficiencies – Acrobatics, Perception

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

Jiangshi Hop (6th level) – Can Dash or Disengage as a bonus action

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

Qi Shield (14th level) – Gain proficiency with all saving throws

Multiattack – PB/3 rounded up

Fist – 1d6 + dex + PB bludgeoning

Lich – 4-base HP (d6) – 10 + PB AC

STR 6 DEX 10 CON 12 INT 16 WIS 16 CHA 8

INT/WIS save

Poison resist – Poisoned/Exhausted immune

Proficiencies – Arcana, History, Investigation, Medicine

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

Potent Cantrip (10th level) – Add int modifier to cantrip damage

Claw – 1d4 + dex + PB slashing

Cantrips: Fire Bolt, Prestidigitation, Toll the Dead (10th level)

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)

STR 8 DEX 14 CON 14 INT 6 WIS 16 CHA 6

INT/WIS save

Poison resist – Poisoned/Exhausted immune

Proficiencies – Nature, Religion

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

Ethereal Strike – 1d6 + dex + PB force

Cantrips: Druidcraft, Sacred Flame

Spells (1/rest each): Faerie Fire, Speak with Animals (6th level), Prayer of Healing (10th level), Mass Healing Word
(14th level)

Spectre – 5-base HP (1d8) – 14 + PB AC (leather armor)

STR 8 DEX 16 CON 10 INT 10 WIS 14 CHA 6

DEX/INT save

Poison resist – Poisoned immune

Proficiencies – Acrobatics, Investigation, Perception, Stealth

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

Shortsword – 1d6 + dex + PB piercing

Longbow – 1d8 + dex + PB piercing

Spells (1/rest each): Hunter’s Mark (6th level), Gust of Wind (14th level)

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