Warlock
Base Class: Warlock

Despite his reputation for unbridled chaos and mischief, Nyer establishes certain rules for his followers, prioritizing the protection and acceptance of the lost and outcast. Souls who wander without a deity or purpose are accepted into his realm, and often granted new life as undead or monsters should they so desire. If a follower were to abuse the undead without cause, they would face the wrath of Nyer.

You have been accepted into his family, and are only asked to do one thing: cause chaos. Whether it be through pranks, crimes, or murder, he encourages it, as long as you do not break his few rules, he is supportive. His power manifests in strange ways, but is still immensely strong nonetheless. His rise to divinity was due to his skill in necromancy and hemomancy, slaying a major god to claim his place in the pantheon.

Blood of the Lost

Starting at 6th level, you have the ability to manipulate the blood of the fallen, and can use your action to do one of the following:

  • You can use the blood of fallen creatures to regain lost health at the expense of theirs. You can regain 1d8 + your charisma modifier of hit points for every fallen creature within a 60 ft radius, imposing disadvantage on death saving throws on the creature if they are still alive. You can do this once for every fallen creature, and twice for every humanoid, as long as they have blood.
  • Whenever a creature falls in combat, you can drain their blood completely and manipulate it for a short time as if by casting the shape water spell. This can be useful for storing blood for later use in spells. Draining the creature's blood will count as two failed death saving throws, and will kill them if they are not healed within an hour of falling unconscious. You can do this once for every fallen creature, as long as they have blood.
  • Whenever a creature falls in combat, you can use their blood to strengthen your allies. Any allies within a 30 ft. radius of you are granted 1d4 + your charisma modifier temporary hit points for every fallen creature within a 60 ft radius of you, imposing disadvantage on death saving throws on the creature. You can do this once for every fallen creature, as long as they have blood.

Once you use this feature, you can't use it again until you finish a long rest.

Shadow Manipulator

Starting at 10th level, you gain a more shadow-like appearance, resembling that of a ghost. You are resistant to necrotic damage, and have advantage on stealth checks whenever you are in dim light or darkness.

In addition, you stop aging, although you are still affected by other aspects of old age. You are also immune to being magically aged.

Merge with the Ethereal

Starting at 14th level, you can cast the spell Etherealness without expending a spell slot. Additionally, once you use this feature you still retain a semi-ethereal form, allowing you to move through other creatures and objects as if they are difficult terrain for the next minute. You take 1d10 force damage if you end your turn inside an object.

Once you use this feature, you can't use it again until you finish a short or long rest.

Shadows of Chaos

Starting at 1st level, you learn the Chill touch cantrip, which counts as a warlock cantrip for you, and does not count against your total learned cantrips. You also have advantage on saving throws against any disease.

Additionally, you have the ability to communicate psychically with any non-hostile undead within 120ft. If they are incapable of speaking than you can use mental images to communicate. You have advantage on any charisma checks made against undead that you have communicated with in this way.

Expanded Spell List

The Child of Chaos 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.

Previous Versions

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