Warlock Subclass: The Undead Conclave
The Undead Conclave 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.
Expanded Spell List
Spell Level | Spells |
---|---|
1st | False Life, Ray of Sickness |
2nd | Blindness/Deafness, Ray of Enfeeblement |
3rd | Animate Dead, Bestow Curse |
4th | Blight, Phantasmal Killer |
5th | Cloudkill, Contagion |

Level 1: Minion Adept
Starting at 1st level, you gain the ability to summon necromantic minions to fight for you. As an action, you can summon one of the following undead warriors to an unoccupied space you can see within 30 feet of you and give it a command to take an action. You can only summon one of Skeleton Warrior minions in which it remains until it is reduced to 0 hit points or until you dismiss it as a bonus action.
You can command your minion to take an action (attack, dash, disengage, help, hide, or use an object) on each of your turns as a bonus action. If you do not command your minion, it will take the Dodge action.
Skeleton Warrior: Choose one of the following:
- Shield Skeleton: AC 15, HP 20, Melee Weapon Attack: +4 to hit, one target. Hit: 1d6 + 2 slashing damage. Has the ability to impose disadvantage on one attack roll of a creature it can see within 5 feet of it using your reaction.
- Bow Skeleton: AC 13, HP 13, Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 1d8 + 2 piercing damage.
- Sword Skeleton: AC 14, HP 25, Melee Weapon Attack: +4 to hit, one target. Hit: 1d8 + 2 slashing damage.
You can summon a skeleton a number of times equal to your proficiency bonus, and you regain all expended uses after a long rest.
Level 6: Minion Master
At 6th level, your control over necromantic magic improves, allowing you to summon mage minions. As an action, you can summon one of the following undead mages to an unoccupied space you can see within 30 feet of you and give it a command to take an action. You can only summon one of the Skeleton Mage minions at a time in which it remains until it is reduced to 0 hit points or until you dismiss it as a bonus action.
You can command your minion to take an action (attack, dash, disengage, help, hide, or use an object) on each of your turns as a bonus action. If you do not command your minion, it will take the Dodge action.
Skeleton Mage: Choose one of the following damage types: Fire, Lightning, Cold, Poison or Acid. Depending on the damage type choosen the mage has the following stats:
- Skeletal Mage: AC 13, HP 13, Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 2d6 damage of the chosen type. Can cast up to a level 2 spell with damage of the chosen type once per summon.
You can summon a mage a number of times equal to your proficiency bonus, and you regain all expended uses after a long rest.
Level 10: Minion Commander
At 10th level, your mastery over necromantic minions reaches its peak, allowing you to summon powerful golem minions. As an action, you can summon one of the following undead golems to an unoccupied space you can see within 30 feet of you and give it a command to take an action. You can only summon one of Golem minion in which it remains until it is reduced to 0 hit points or until you dismiss it as a bonus action. Only one Golem minion can be active at a time. If another Golem minion is summoned while another is still under your control the original minion falls to ash.
You can command your minion to take an action (attack, dash, disengage, help, hide, or use an object) on each of your turns as a bonus action. If you do not command your minion, it will take the Dodge action.
Golem Minion: Choose one of the following:
- Bone Golem: AC 16, HP 50, Melee Weapon Attack: +6 to hit, one target. Hit: 2d8 + 4 bludgeoning damage. Has the ability to use its action to create a Bone Shield, giving it +2 AC for 1 minute.
- Flesh Golem: AC 14, HP 60, Melee Weapon Attack: +6 to hit, one target. Hit: 2d10 + 4 slashing damage. Has the ability to regenerate 10 hit points at the start of its turn if it has at least 1 hit point.
- Spirit Golem: AC 15, HP 55, Melee Weapon Attack: +6 to hit, one target. Hit: 2d8 + 4 force damage. Has the ability to use its action to phase through objects, making it incorporeal until the start of its next turn.
You can summon a golem a number of times equal to your proficiency bonus, and you regain all expended uses after a long rest.
Level 14: Necromantic Army
At 14th level, you gain the ability to command an army of undead minions. When you summon a minion, you can choose to summon one additional minion of the same type. Additionally, all minions you summon gain temporary hit points equal to twice your warlock level and the minions gain the following bonuses to their stat blocks:
- Increased Armor Class: Each of your minions gains a +2 bonus to AC.
- Enhanced Combat Prowess: Each of your minions gains a +2 bonus to attack rolls and damage rolls.
- Improved Spellcasting (Skeleton Mages Only): Each of your mage minions can choose damage type 2 (psychic, thunder, force, necrotic, radiant) and the once per summon spell level is increased to level 4 of the chosen damage type.
- Empowered Damage Dice: The damage dice of your minions' attacks are increased adding an additional damage dice to each of the damages rolled for melee attack damages or spell attacks used by the Skeleton Mage's ranged spell attack (This does not effect the once per summons spells used by the Skeleton Mages).
Eldritch Invocations
You can choose from the following additional eldritch invocations.
- Undead Resilience: Your minions gain resistance to necrotic damage.
- Summoner's Sacrifice: When a minion you summoned is reduced to 0 hit points, you can use your reaction to cause it to explode. Each creature within 10 feet of the minion must make a Dexterity saving throw against your spell save DC, taking 2d6 necrotic damage on a failed save, or half as much damage on a successful one. If this damage reduces a target to 0 hit points (or less) the same explosive effect is triggered.
- Master of Undeath: Prerequisite: 6th level. Your minions' attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- Corpse Tendrils: You gain the ability to sacrifice one of your summoned minions, causing it to explode in a burst of necrotic energy that pulls nearby creatures towards its center. As an action, you can cause one of your summoned minions to explode. The minion must be within 60 feet of you. When the minion explodes, all creatures within a 10-foot radius of the minion must make a Strength saving throw against your spell save DC. On a failed save, creatures are pulled 10 feet toward the center of the explosion and take 2d8 necrotic damage. On a successful save, creatures take half damage and are not pulled. The explosion destroys the minion.