Best Feats for Undying Warlock 5e
by Prince Phantom
You know, I briefly considered writing this article with the same goal that the people who wrote this subclass had. That of course meaning to write it with the intention of making you the weakest character possible. Sadly, my conscious won out and I decided that if we’re going to tackle one of the most famously terrible subclasses in all of 5e, we’re going to make it as good as possible.
The problem with that though, is that not a single one of our abilities synergize with any feats, and the literal only spell we get worth mentioning is Death Ward. We are basically playing a subclassless Warlock, so if that’s what you really want, then have at it.
Best Feats for Undying Warlock 5e
Moderately Armored (ASAP): You sure you don’t at least want to start as a class that gets armor proficiencies so we don’t have to take this feat to actually survive past level 1? No? You want to play this as a straight class? Alright, ironically it’s your funeral.
Telekinetic (Lv 4): We have no synergies with this feat beyond what a normal Warlock would have, so we’re just taking this because it’s generically good and raises our Charisma. It’s still not too late to just multiclass into a Sorcerer or Bard and actually get useful abilities you know.
Alert (Lv 4): We don’t have great survivability, so being able to do something before we just die is probably going to help. In all seriousness, base Warlock gets so good control spells next level, and casting those earlier in a fight is generally beneficial. Hey, you do realize that the Undead patron is the same flavor but actually good right? There is really no reason to subject yourself to this level of mediocrity.
Resilient (Lv 8): I’m thinking about putting this patron in court for false advertising, because it should be illegal to name an ability “indestructible life” and only have it heal me for a bit more than a 1st level Cure Wounds. Yeah, we need all the help we can get, so make sure you round up your Constitution when you take this to an even number so you get some extra hp as well.
Fey Touched (Lv 8): I don’t know how you manage to convince a fey to touch a subclass as gross as this, but you better hope one does because man do we need the help. Never have I felt less guilty about taking Silvery Barbs.
Inspiring Leader (Lv 12): It’s inspiring enough that you survived this long that I’d probably just give you this feat for free if I was your DM. As a side note, this totally seems like the flavor of subclass that would grant you some temporary hit points somehow. It’s like this was written to intentionally be as boring as possible.
Lucky/Tough (Lv 12-16): Take these in whichever order you like, but you do probably want both of them eventually so you don’t get completely shredded in the upper tiers. You must be both very lucky and tough to have not been so bored that you intentionally killed off your character so you could roll up a new one. That’s still an option by the way…
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