![]() ![]() They represent the sun and the moon.Īudiences have all seen the light of the two trees before, perhaps without realizing it, in the phial of light that Galadriel gives Frodo from her fountain. ![]() When the two lands are split, they are left in darkness, until the Valar (the God-like people of Valinor) create two luminous trees to light Aman. In the beginning, the king of Valinor was vanquished and Aman was sent off, out of reach to the mortal men of Middle Earth. To fully answer what the Undying Lands are, it is vital to examine their background. It is resemblant of several tales from different religions and folklore that focus on the concept of good and bad, in which it represents the place of light, or good. Much like the beginning of Heaven and Hell, the tale of the creation of the world in which these stories exist has its own divine origin. RELATED: LOTR: Aragorn’s Backstory And The History Of The Numenoreans The explanation of the history and spiritual beginnings that all lead up to the Hobbit storyline is recorded in Tolkien’s tales that are less popular but predate the Hobbit and Lord of the Rings series. Put simply, the Undying Lands are the countries of Aman (Valinor), a name considered to mean “land that is not touched by evil.” This is indicative of the place’s backstory and the explanation of why it is not a place that the storylines we’re familiar with spend much time in.Īs with most worlds, the spiritual background of this universe is very important to its history and what we’ve come to know as its present. However, the history of the world in which these stories take place long precedes them and the Undying lands are a significant part of it. Once you use this feature, you can't use it again until you finish a short or long rest.When most people consider the world that encapsulates the Lord of the Rings or the Hobbit stories, their minds go to Middle Earth, given that this is where much of both storylines take place. Additionally, if you put a severed body part of yours back in place when you use this feature, the part reattaches. On your turn, you can use a bonus action to regain hit points equal to 1d8 + your warlock level. When you reach 14th level, you partake of some of the true secrets of the Undying. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged. Undying Natureīeginning at 10th level, you can hold your breath indefinitely, and you don't require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests. Once you use this feature, you can't use it again until you finish a long rest. You can regain hit points equal to 1d8 + your Constitution modifier (minimum of 1 hit point) when you succeed on a death saving throw or when you stabilize a creature with Spare the Dying. Starting at 6th level, you can give yourself vitality when you cheat death or when you help someone else cheat it. An undead is also immune to this effect for 24 hours if you target it with an attack or a harmful spell. On a successful save, the creature is immune to this effect for 24 hours. On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. If an undead targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (an undead needn't make the save when it includes you in an area effect, such as the explosion of Fireball). You also have advantage on saving throws against any disease.Īdditionally, undead have difficulty harming you. Starting at 1st level, you learn the Spare the Dying cantrip, which counts as a warlock cantrip for you. The following spells are added to the warlock spell list for you. The Undying lets you choose from an expanded list of spells when you learn a warlock spell. ![]() Source: Sword Coast Adventurer's Guide Expanded Spell List ![]()
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