Base Class: Warlock
Your patron is the Daedric Prince (or "Daedric Princess") Nocturnal, whose sphere is the night and darkness. She is also known as the Mistress of Shadows, the Shadow Thief, the Unfathomable, the Empress of Murk, the Shadow Queen, the Shadowy Hag (while donning her cowl), the Lady of the Twilight, the Daughter of Twilight, the Lady of Shadows, the Mistress of Mystery, the Mother of Shadows, Lady Luck, the Night Mistress, and the Saint of Suspicion.
Nocturnal's very nature is such that humans cannot understand her, as she is the embodiment of the unfathomable and enigmatic. Worshipers of Nocturnal consist primarily of those who operate in darkness and night, such as thieves and spies. However, Nocturnal's deception is not usually meant to be harmful or violent in the manner of Boethiah. Rather, the unknowable nature of Nocturnal is the core of her being, and serves no real ulterior purposes beyond being mysterious. Thus, while thieves may consider Nocturnal their patron, assassins will typically lean towards a more violent deity, such as Molag Bal or Mephala. Nocturnal is associated with, and often depicted alongside, jet-black ravens and crows, which are said to possess the ability to speak. Nocturnal's summoning day is the 3rd of Hearth Fire, although she may be summoned at any time at a shrine dedicated to her. Nocturnal's enemies are Ebonarm, Meridia, Mehrunes Dagon, and Azura.
Nocturnal's servants come in a variety of flavors. Some worship her as thieves, and see her as the patron of all thieves. Some such groups include the Nightingales, a trio of mortals bound to protect the Ebonmere within the Twilight Sepulcher. Nocturnal is seen by the Reachfolk as an ever-watchful spirit that has guarded them since the beginning. To them, she is the spirit of the night. They give her offerings in the hope that she'll send her crows to watch over them.
Shadow magic is pervasive throughout Evergloam, and is utilized by her worshipers and her Daedric minions. Portals of pure shadow called Gloaming Gates are used to transport cultists and Daedra from Evergloam to select locations on Nirn. Gloaming Gates channel Nocturnal's power, and transport through the Evergloam allows her cultists travel great distance without fear of being detected. Barriers of fluid shadow can be used to prevent access to areas, but these barriers can be negated by shining bright light on them, or by casting spells designed to banish shadows. Nocturnal may transform her followers into Gloam Knights upon their death.
Expanded Spell List
Nocturnal 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.
Nocturnal Expanded Spells
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Crow Daedra
Starting at 1st level, you gain the service of a crow daedra sent by Nocturnal to watch over you. The daedra assumes the form and game statistics of a raven, with the exception that it has an intelligence of 10 and is able to speak and read your language. The crow daedra always obeys your commands, which you can give verbally or telepathically while it is within 100 feet of you. You can also see through the crow’s eyes and hear what it hears while it is within 100 feet of you.
While the crow is perched on your shoulder, you gain darkvision with a range of 30 feet and a bonus to your passive Wisdom (Perception) score and to Wisdom (Perception) checks. The bonus equals your Charisma modifier. While perched on your shoulder, the crow can’t be targeted by any attack or other harmful effect; only you can cast spells on it; it can’t take damage; and it is incapacitated.
In combat, you roll initiative for the crow and control how it acts. If it is slain by a creature, you gain advantage on all attack rolls against the killer for the next 24 hours.
The crow doesn’t require sleep. While it is within 100 feet of you, it can awaken you from sleep as a bonus action.
The crow vanishes when it dies, if you die, or if the two of you are separated by more than 5 miles.
At the end of a short or long rest, you can call the crow back to you—no matter where it is or whether it died—and it reappears within 5 feet of you.
Lady Luck
Starting at 6th level, you can call on Nocturnal to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur.
Once you use this feature, you can't use it again until you finish a short or long rest.
Thought Shield
Starting at 10th level, your thoughts can’t be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.
Soul of the Crow
At 14th level, you gain the ability to merge with your crow daedra. As a bonus action when the crow daedra is perched on your shoulder, your body merges with its form. While merged, you become Tiny, you replace your speed with the crow daedra’s, and you can use your action only to Dash, Disengage, Dodge, Help, Hide, or Search. During this time, you gain the benefits of your crow daedra being perched on your shoulder. As an action, you and the crow daedra return to normal.
Entropic Ward
At 14th level, you learn to magically ward yourself against attack and to turn an enemy's failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn.
Once you use this feature, you can't use it again until you finish a short or long rest.
Previous Versions
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