The Hangman
Subclass of: Warlock
He is known as Noose, but among the living, he is called The Hangman. Legend tells that the very name "noose" is derived from this enigmatic god. Noose is the personification of death itself, the harbinger of the final transition from the realm of the living to that of the departed. His symbol, a noose, serves as a stark reminder of the inevitable fate that awaits all.
Cloaked in the darkness of his black western attire, Noose is a spectral entity, a shadowy figure with no discernible physical form. Yet, within the depths of his being, one can perceive the piercing white eyes that peer out from the shroud of darkness, an eerie testament to his presence. As the God of Death, Noose embodies the unyielding nature of mortality and serves as the executor of ultimate justice.
Noose's purpose is tightly entwined with the workings of the Wild pantheon. He acts as both an executor of justice and a servant to Judge, the God of Justice. Guided by the supreme authority of Judge, Noose hunts down those who have transgressed the laws of the realms, those who have been deemed in need of retribution and final judgment. He is a relentless and inexorable force, carrying out the ultimate punishment with cold, unfeeling precision. His role is to prepare the souls for Grim Cassidy, the God of the Grave.
Warlocks bound to this pact often find themselves treading the line between the living and the dead, agents in a world where justice and mortality intertwine. With the noose as their emblem, they bear the heavy responsibility of guiding souls to the hereafter, ensuring each meets the fate decreed by the gods of the Wild pantheon.
Expanded Spell List
1st-level Hangman feature
The Hangman 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.
Undead Expanded Spells
1st Cause Fear, Hex
2nd Hold Person, Gentle Repose
3rd Speak with Dead, Vampiric Touch
4th Locate Creature, Death Ward
5th Geas, Contagion
Form of the Gallows
1st-level Hangman feature
You manifest an aspect of your patron’s dreadful power. As a bonus action, you transform for 1 minute. You gain the following benefits while transformed:
You gain temporary hit points equal to 1d10 + your warlock level.
Once during each of your turns, when you hit a creature with an attack roll, you can force it to make a Wisdom saving throw, and if the saving throw fails, the target is frightened of you until the end of your next turn.
You are immune to the frightened condition.
You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
The appearance of your Form of the Gallows reflects some aspect of your patron. For example, your form could be enshrouded with shadowy western attire and a black bandana. Your weapon appears to turn into a translucent golden noose, but retains all of its normal properties.
Noose Snare
3rd-level Hangman feature
At 3rd level, you can use your action to create a spectral noose. As an action, you can throw it at a creature within 30 feet. If the target is Large or smaller, it must succeed on a Strength or Dexterity saving throw (its choice) against your spell save DC or be restrained by the noose. While restrained, the creature takes necrotic damage equal to your Charisma modifier at the start of each of its turns. You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a short or long rest.
While in your Form of the Gallows, you may double your Charisma modifier when determining the damage from the noose. Additionally, you grant disadvantage on the saving throw.
Chains of Justice
6th-level Hangman feature
Embracing the power of Noose, you can call forth ethereal chains to bind your foes, representing the same chains that once detained the souls hunted by Noose.
When a creature within 30 feet of you makes an attack against you or an ally, as a reaction, you can cause chains to spring up and attempt to bind it. The creature must make a Dexterity saving throw against your warlock spell save DC or have its speed reduced by half until the end of its next turn.
If used while in your Form of the Gallows, allies gain advantage on attacks while the creature is bound in this way.
Once you use this feature, you can't do so again until you finish a short or long rest.
Eternal Marshal
10th-level Undead feature
Your connection to undeath and necrotic energy now saturates your body. You have resistance to necrotic damage. If you are transformed using your Form of the Gallows, you instead become immune to necrotic damage.
When a creature lands a critical hit on you, they feel the weight of their guilt and take psychic damage equal to your warlock level.
Spirit of Judgement
14th-level Undead feature
Embracing the ethereal nature of Noose, you gain the ability to separate your spirit from your mortal shell in the pursuit of justice. As an action, you can release your spirit, leaving your physical form unconscious and in stasis.
Your spirit form mirrors your mortal visage, possessing the same statistics but not your belongings. Whatever befalls your spirit or body will equivalently impact the other. This astral journey can last up to 1 hour or cease if your concentration is disrupted, similar to concentrating on a spell. Once the journey ends, you can either reunite your spirit with your body or will your body to magically appear in your spirit’s location.
While in your spirit form:
Both your spirit and body gain resistance to bludgeoning, piercing, and slashing damage.
When you invoke a spell from the conjuration or necromancy schools, the need for verbal, somatic, or non-gold cost material components is negated.
A flying speed identical to your walking speed is granted, along with the ability to levitate. You can pass through beings and objects as though they are rough terrain, yet suffer 1d10 force damage if you end your turn within a creature or object.
When manifesting your Form of the Gallows, if you inflict necrotic damage upon a creature during your turn, you recover hit points equivalent to half the necrotic damage dealt.
This capability can only be harnessed once, requiring a long rest before it can be invoked again.
Your spirit form might take on an eerie appearance, such as a spectral noose pulling you off the ground or the faint outline of a gallows tree looming in the distance, evoking the sensation of Noose's ever-present judgment.
Active
Your Spirit Projection is Active.