Base Class: Warlock
The Lightless One was born within the light, but purged himself of it to reach perfection. Now you follow this being's path of lightlessness and darkness. The Lightless one grants you abilities as a reward for following and worshipping him. Make sure to resist the temptation of darkness, or don't if you like, but listen to this advice: you can see in the light, but are blind without it.
Expanded Spell List
The Lightless One 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.
Lightless One Expanded Spells
| Spell Level | Spells |
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1st |
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2nd |
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3rd |
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4th |
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5th |
[Tooltip Not Found], [Tooltip Not Found] |
Lightless One's Blessing
Starting at 1st level, you gain darkvision up to 120 ft, and you have access to the darkvision.
Lightless One's Virtue
Starting at 6th level, you gain advantage on any rolls against light or radiance.
Let There Be No Light
Starting at 10th level, you gain the ability to cover the sky in towering dark clouds, every time your turn comes by you must make a CHA saving throw: on a successful throw the spell stays active, and on a failed throw the spell fails. Once this spell comes into effect, you gain the following benefits:
- You gain advantage on all attacking and hit rolls while under the effect of this spell.
- You may choose to double the damage, duration, or range of spells while under the effect of this spell, once this choice is made it lasts until the spell ends.
- Your movement speed is doubled
You may use this spell a number of times equal to your proficiency bonus per long rest.
The Unending Gloom
Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport into a realm of complete darkness. The creature is harassed by eldritch abominations and it's worst nightmares.
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a shadowspawn , it takes 10d10 psychic damage as it reels from its horrific experience.
Once you use this feature, you can’t use it again until you finish a long rest.
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