Warlock
Base Class: Warlock

"The Universe was formless and void, and The Darkness was over the surface of the deep. Then the first gods said, "Let there be light." And there was light, and the gods saw that the light was good; and they separated the light from the Darkness. And the Darkness? The Darkness resented it, and so bitterness and spite were born before time itself." - Count Veridian, Host of The Darkness (deceased)

 

The Darkness is an ancient entity which passes from one host to another each generation. He is the original void before the coming of light which resulted in the creation of the universe. He is the embodiment of chaos, evil, disorder and darkness. The Darkness is a formless force, described more as a power than a being. It is at best an unfocused mind in need of a host to shape its personality, although it sees itself as benign. The Darkness is an elemental force of Chaos and Creation that bestows his hosts with nearly limitless Demonic power as well as allows them access to an otherworldly dimension and control over the veritable legion of Darklings who dwell there. However powerful the darkness may be it still needs a host to survive. Therefore, his power is limited to the limitations of the host. Being chosen as host of the Darkness is an honor and a curse. The Darkness can grant you universal power...but can also consume the host in the midst of the chaos it craves so dearly.

Manifest Darkness

You can summon spectral tendrils of shadow that strike fear into your foes and surround you when activated. The darkness manifests itself in the form of eel-like demon heads that can devour enemies or rip them apart at your command. As a bonus action, Dark tendrils appear behind you and rest on your back in a shadowy cloud that stretches to your heels. The tendrils have sleek, slimy faces with jagged teeth. Their eyes are white and resemble an eel head made of pure darkness. The Dark tendrils last for 1 minute.

When you summon the dark tendrils, you can make a melee spell attack against one creature within 10 feet of you. On a hit, the target takes 1d8 Necrotic damage. When in dim light or darker the tendrils make their attacks with advantage. However, when in light that is brighter then dim light the tendrils have disadvantage on the attacks.

You can summon the dark tendrils a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Servants of Darkness

As host of the Darkness, you gain the service of three Darkling's loyal to you and the darkness. These Darkling's can be attendants, messengers, pack mules, foot stools, distractions, murderers, thieves, etc. They will perform any task you ask of them to the best of their ability with no question or fear of their own lives. They look to you as the ultimate servant of Darkness and consider your life to be more important than theirs. In Darkling culture, it is considered an honor to serve the Darkness and an even greater honor to die for the one chosen by the Darkness. The Darklings when manifested into the material plane are only as strong as the current host of the darkness. the stronger the host gets, the stronger the darkling's become. At levels 6th, 10th, an 14th, the Darkling Stat Block is improved. At each level the stat blocks are changed in the level description.

Darkling's when in combat can be commanded using the rules listed below:

Your Darkling's act independently of you, but they always obey your commands. In combat, they can all be commanded as an Action. The command must be given verbally in a language they understand. The commands can each be separate and specific to them as individuals, or a single command can be given that they all follow together. The Darklings do not role Initiative. Instead, they take their actions immediately after your turn.

When A Darkling drops to 0 hit points, it disappears, leaving behind no physical form. New Darkling's can be summoned but only during a long rest.

As an action, while a Darkling is within 100 feet of you, you can see through its eyes and hear what it hears, gaining the benefits of any special senses that the Darkling has. During this time, you are deaf and blind with regard to your own senses.

As an action, you can temporarily dismiss your  Darklings as long as they are within 5 feet of you. They disappear into The Darkness' dimension where they await your summons. As an action, while they're dismissed, you can cause them to reappear in any unoccupied space within 5 feet of you.

Finally, when you cast a spell with a range of touch, your Darkling can deliver the spell as if it had cast the spell. Your Darkling must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

 

Darkling Servant
Small Monstrosity, Lawful, Evil
Armor Class 10
Hit Points 3 (1d6)
Speed 30 ft.
STR
10 (+0)
DEX
10 (+0)
CON
10 (+0)
INT
6 (-2)
WIS
6 (-2)
CHA
6 (-2)
Languages Common
Proficiency Bonus (+2)
Senses Darkvision 120 ft.
Children of the Darkness. When in dim light or darker The Darklings make their attacks with advantage. However, when in light that is brighter then dim light the Darklings have disadvantage on attacks. as well as on Wisdom (Perception) checks that rely on sight.
Actions

Claws Melee Weapon Attack: + 2 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) slashing damage.

Bite Melee Weapon Attack: + 2 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) piercing damage.

Assassins of Darkness

Starting at 6th level, Your Servants of Darkness now use the Assassins of Darkness stat block below:

 

Assassins Of Darkness
Small Monstrosity, Lawful, Evil
Armor Class 12
Hit Points 15 (4d6)
Speed 30 ft.
STR
12 (+1)
DEX
14 (+2)
CON
12 (+1)
INT
6 (-1)
WIS
6 (-1)
CHA
6 (-1)
Languages Common
Proficiency Bonus (+3)
Skills Stealth +5
Senses Darkvision 120 ft.
Spellcasting. The Darkling can cast one non damaging cantrip at will. Its spellcasting ability is equivalent to the one who summons it. The cantrip is chosen from the Warlock spell list. Once chosen, the spell cannot be changed until another set of Darklings are summoned.
 
Children of the Darkness. When in dim light or darker The Darklings make their attacks with advantage. However, when in light that is brighter then dim light the Darklings have disadvantage on attacks. as well as on Wisdom (Perception) checks that rely on sight.
Actions

Multiattack. The Darkling makes two attacks:

Claws Melee Weapon Attack: + 5 to hit, reach 5 ft., one target. Hit: 1 (1d6 +2) slashing damage.

Bite Melee Weapon Attack: + 5 to hit, reach 5 ft., one target. Hit: 1 (1d6 +2) piercing damage.

Devour Heart

Starting at 6th level when a creature is killed by your tendrils, you can use your reaction to have one of your snake heads to consume the creature's heart so long as it has one to be consumed. Upon consumption of the heart, you gain temporary hit points equal to 1d8 + your proficiency bonus.

Striders of Darkness

Starting at 10th level, Your Assassins of Darkness now use the Striders of Darkness stat block

 

Striders Of Darkness
Small Monstrosity, Lawful, Evil
Armor Class 14
Hit Points 20 (6d6)
Speed 30 ft.
STR
12 (+1)
DEX
18 (+4)
CON
14 (+2)
INT
8 (-1)
WIS
8 (-1)
CHA
8 (-1)
Languages Common
Proficiency Bonus (+4)
Skills Stealth +8 Acrobatics 8+ 
Senses Darkvision 120 ft.
Spellcasting. The Darkling can cast two non-damaging cantrips at will. Its spellcasting ability is equivalent to the host who summons it. The cantrip is chosen from the Warlock spell list. Once chosen, the spell cannot be changed until another set of Darklings are summoned.
 
Children of the Darkness. When in dim light or darker The Darklings make their attacks with advantage. However, when in light that is brighter then dim light the Darklings have disadvantage on attacks. as well as on Wisdom (Perception) checks that rely on sight.
 
One with Shadow. When the darklings are in dim light or darker, they have advantage on stealth checks.
Actions

Multiattack. The Darkling makes two attacks: one with its bite and one with its claws.

Claws Melee Weapon Attack: + 8 to hit, reach 5 ft., one target. Hit: 1 (1d6 +4) slashing damage.

Bite Melee Weapon Attack: + 8 to hit, reach 5 ft., one target. Hit: 1 (1d6 +4) piercing damage.

Grasping Tendrils

Starting at 10th level, Your Tendrils of Darkness can now grapple and throw creatures. As a bonus action you can attempt to grapple a creature that is medium or smaller. Upon a successful grapple check you may choose to throw the creature up to 30 feet in any direction. Additionally, your tendrils now do 2d8 necrotic dmg.

Embrace the Darkness

Starting at 14th level, Your Striders of Darkness now use the Nightwalkers stat block below. Additionally, when you manifest The Darkness, you now have additional features.

Fear of The Dark. When you release the power of the darkness summoning your tendrils you cause the following effect: Anyone within 60 ft. must succeed on a Wisdom saving throw against your spell save DC or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this feature for the next 24 hours.

No Escape. When a creature attempts to leave your space, you can use your reaction to attempt to grapple the creature using the grasping tendrils feature.

 

Nightcrawlers
Small Monstrosity, Lawful, Evil
Armor Class 15
Hit Points 25 (7d6)
Speed 30 ft., Climb 30ft.
STR
14 (+1)
DEX
20 (+5)
CON
14 (+2)
INT
10 (+)
WIS
10 (+0)
CHA
10 (+0)
Languages Common
Proficiency Bonus (+5)
Skills Stealth +10 Acrobatics 10+ Intimidation +5
Senses Darkvision 120 ft.
Spellcasting. The Darkling can cast three cantrips at will. Its spellcasting ability is equivalent to the one who summons it. The cantrip is chosen from the Warlock spell list. Once chosen, the spell cannot be changed until another set of Darklings are summoned.
 
Children of the Darkness. When in dim light or darker The Darklings make their attacks with advantage. However, when in light that is brighter then dim light the Darklings have disadvantage on attacks. as well as on Wisdom (Perception) checks that rely on sight.
 
One with Shadow. When the darklings are in dim light or darker they have advantage on stealth checks. Additionally, when a Darkling is in dim light or darker, they can teleport anywhere within 30 feet of them so long as where they teleport is also in dim light or darker.
Actions

Multiattack. The Darkling makes two attacks: one with its bite and one with its claws.

Claws Melee Weapon Attack: + 8 to hit, reach 5 ft., one target. Hit: 1 (1d8 +5) slashing damage.

Bite Melee Weapon Attack: + 8 to hit, reach 5 ft., one target. Hit: 1 (1d8 +5) piercing damage.

The Darkness Image

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