Base Class: Warlock
Your patron is Mother Night, A supernatural entity worshipped by some of the most terrifying inhabitants of Barovia. There has been talk of werewolves performing grizzly sacrifices in Her name, deep within the mountains that surround Lake Baratok. The Vallkai mutter quiet words of a warlock that has taken over the ruined town of Berez. She has been seen bathing in pools of blood under the watchful eye of the full moon. Werewolves and warlocks, however, are not the only creatures that Mother Night listens to and protects. Deep within the Svalich forests, travelling humans that have been rejected from the walled embrace of Barovian settlements also pray to Mother Night, asking for Her blessing, and for protection.
Expanded Spell List
Mother Night 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.
1st: Sleep, Sanctuary
2nd: Blindess/Deafness, Spiritual Weapon
3rd: Glyph of Warding, Haste
4th: Phantasmal Killer, Locate Creature
5th: Modify Memory, Commune
Darkness Protection
Starting at 1st level you are able to surround a creature or an object with a protective aura of darkness. As an action, you can cast the darkness spell with this feature, without expending a spell slot and requiring no material components. Once you use this feature, you can’t use it again until you finish a short or long rest.
Shadowy Escape
Starting at 6th level, you can vanish and retreat to nearby shadows in response to harm. When you take damage, you can use your reaction to teleport to an unoccupied space you can see that is in dim light or in darkness and you can immediately try to hide, even if you are only lightly obscured from the creatures from which you are hiding. Once you use this feature, you can’t use it again until you finish a short or long rest.
Night's Embrace
Beginning at 10th level, Mother Night teaches you to channel her protective embrace. As an action you can make up to 10 natural sources of light you can see such as lamps, candles, torches, fireplaces, etc. be affected by a darkness spell each centered on them. The effect lasts for 10 minutes or until your concentration is broken (as if you are concentrating on a spell). Additionally, when you use this feature, you can choose up to 5 willing creatures that you can see within 60 feet of you. All those creatures gain the ability to see normally in darkness, both magical and nonmagical, to a distance of 120 feet, for the duration of the effect. Once you use this feature, you can’t use it again until you finish a short or long rest.
Once Upon A Dream
Starting at 14th level, you can plunge a creature into a magical slumber. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save the creature falls unconscious for 1 hour or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage. Undead and creatures immune to being charmed aren’t affected by this effect. While the target is asleep, you can choose to appear in their dreams and converse with them. As an action, you can shape the environment of the dream, creating landscapes, objects, and other images, or modifying your own appearance to look like any other creature that you know. The target recalls the dream perfectly upon waking. You can use a bonus action to make the dream terrifying for the target. If you do, the target takes 10d10 of psychic damage and they wake up immediately. You must finish a short or long rest before you can use this feature again.
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