Warlock
Base Class: Warlock

You've made a deal with a creature of night, a being who calls the darkness as its own and oftentimes gives it its wicked shape. This is not an entity that lurks in the dark and finds comfort in it, like a vampire; this is one that is the pitch blackness and unknown terrors that lurk within. To it, light is nothing more than a nuisance to be snuffed, as it syphons the joy and life out of every vicinity it finds itself in. Like a campfire night that slowly turns to horror as the brittle fire light leaves its place for nightmares of the unseen black to take over and feed on the terror of the unsuspecting.

Your patron may be an old forgotten deity of night and fright, the god Tegrid of the plane of Kaldheim or even nothing more than the monster that haunted you as a child, eerily laughing as every drop of your terror fed it for decades and made it strong enough to extend its playground from below your bed to the rest of the world.

Expanded Spell List

The Dark 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.

Spell Level

Spells

1st

Inflict Wounds, Silent Image

2nd

Darkness, Pass without Trace

3rd

Hypnotic Pattern (appears as swirling darkness rather than colors), Nondetection

4th

Greater Invisibility, Phantasmal Killer

5th

Creation, Legend Lore

Herald of the Dark

Beginning when you first choose this patron at 1st level, you gain darkvision out to 90 feet, if you don’t have it already. If you already have darkvision, its range extends by 90 feet. 

In addition, unlike most creatures, you can discern shades of colour with your darkvision.

Umbral Nightmares

Also at 1st level, you can bring your enemies' worst fears to life, pulling from the dark of their own shadow to do so. As an action, choose a creature you can see within 60 feet of you. They must succeed on an Intelligence saving throw against your spell save DC. On a failed save, an illusionary image of the creature’s worst nightmare is created in a space of your choice within 20 feet of it. It lasts for 1 minute or until you use a bonus action to end it. Only you and the affected creature can see the nightmare.

While the nightmare lasts, the creature treats it as real, it is frightened and its speed is reduced by half. If the creature is immune to the frightened condition, they don’t automatically succeed on the saving throw, they have advantage on the save. On a failed save, its speed is not reduced, it’s not affected by the condition, but it still treats the nightmare as if it were real.

The affected creature can use its action to repeat the saving throw or make an Intelligence (Investigation) check against your spell save DC. On a success, whether on the initial save or as an action, the nightmare vanishes and the creature is immune to this ability for 24 hours. Direct physical contact with the nightmare reveals its illusory existence as well. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Devour and Snuff

Starting at 6th level, you gain the following features:

  • Devour. As a bonus action, you can emit a darkening aura in a 30 foot radius centred on you. It lasts for 10 minutes and it is considered magical darkness and difficult terrain for hostile creatures, and any non magical and magical light created by 3rd level spells or lower are instantly snuffed out. Once you use this feature, you can not do so again until you finish a short or long rest.
  • Snuff. You can, as an action, cause any non-magical and magical light created by cantrips to be extinguished, for the next 10 minutes on a 15 foot area around you. You may dismiss this effect at any time (no action required).

Weaver of Shades

At 10th level, your connection to the dark and the nightmares you weave from it becomes more potent. Whenever a creature is under the effect of your Umbral Nightmares feature, at the beginning of their turn, they take psychic damage equal to your warlock level.

In addition, you can expend a Warlock spell slot to either empower or use the feature, even if you have no uses remaining. If you do, the creature has a penalty to the saving throw equal to your Charisma modifier.

Lightfall

Starting at 14th level, you have learned to temporarily manifest the full might of your patron. As an action, you can choose to conjure a 30-foot radius sphere of complete blackness, centred on a point you can see within 120 feet of you. It lasts for 10 minutes, and for the duration, no light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded and deafened, as no sound can pass through the area or exist within it and creatures within are immune to thunder damage because of it. 

Creatures in the area have disadvantage on any saving throw they make for your Umbral Nightmares feature. In addition, whenever a creature starts its turn in the area, they must succeed on a Wisdom saving throw against your spell save DC. On a failed save, they take 8d8 psychic damage, or half as much on a successful save.

You can use this feature once, regaining the ability to use it again when you finish a long rest.

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