Warlock
Base Class: Warlock

You have made a pact with a being that comes from the darkness of the Abyss, acclaiming the power over the shadows and the horrific 

Your Patron is 

Expanded Spell List

The Abyss gives you an expanded list of spells that you gain at each Spell Level. The following spells are prepared for you.

Abyss Expanded Spells
Spell Level Spells

1st

Minor Illusion, Charm Person

3rd

Hellish Rebuke, Darkness

5th

Shatter, Fear

7th

Vampiric Touch, Hunger of the Shadow

9th

Hallucinatory Terrain, Dream

Abyssal Reach

Starting at 1st level, you call upon the power of your Patron to create one of the following effects:

Serpentine Chains. You summon serpents from the Abyss that wrap around one creature of your choice as the serpents turn into dark chains. The creature must make a Strength Saving Throw, in which the Passing Save is equal to 10 + your Constitution Modifier. On a Successful Save the chains are broken, on a Failed Save the creature is Grappled. The effect last for 1 Minute and the Grappled creature must continue to make a Strength Saving Throw until the creature succeeds and the chains are broken.

Psychic Flare. You use your Abyssal Magic to enhance your weapon attacks dealing an extra 1d8 Psionic Damage to your weapon attacks.

Rift Walk. You create a portal out from the shadows that is linked to another portal in an area that you choose that is up to 60ft ahead of you. The portals remains for 1 minute before closing in thin air.

You can remove any of the effects any time you want, and regain the use of this feature after you take a Short or Long Rest.

At higher Levels. At 4th level you can use this feature 2 times per Short or Long Rest; 3 times at 7th; 4 times at 10th; 5 times at 13th.

Dark Calling

Starting at 6th level, you can call upon the dark creatures of the Abyss. As an action you are able to summon Nightmares (the amount of Nightmares you summon is determined by rolling 1d4). 

Each Nightmare lasts for 10 Minutes and disappear when they drop to 0 Hit Points or when the Duration ends.

Each Nightmare is friendly to you and your companions. Roll initiative for each Nightmare as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

Once you use this feature, you can’t use it again until you take a Long Rest.

At Higher Levels. At 10th level you also have the choice to summon Dream Eaters instead of Nightmares, (the amount of Dream Eaters you summon is determined by rolling 1d4).

Soul Syphon

Starting at 10th level, every time you kill a creature (dealing the Final Blow) you consume morsel of its Life Essence to regain a Used Spell Slot.

Demonification of Horror

Starting at 14th level, you hone the power of the Abyss, causing you to enter a dark demonic form. When you take this form you gain a demonic appearance with with sharp claws and fangs, and other such demon like qualities. You gain a pair of black shadow wings, giving you a flying speed of 60ft. While in this form your unarmed strikes and weapon attacks deal an extra 3d10 necrotic damage. As well you gain the ability to gaze into a chosen creature's eyes and cause it to be Frightened. The creature must make a Contested Charisma Saving Throw against your Charisma Throw, becoming Frightened on a Failed Save. The creature remains frightened until you are no longer in this form.

You remain in this form for 10 minutes and have only 1 use of the feature. You regain use of this feature after taking a Long Rest, and return to normal if you fall to 0 Hit points.

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