Warlock
Base Class: Warlock

You were weak all your life. Until the fated day. On an adventure, you encountered some enemy that posed a threat to your life. In order to save your friends, you sacrificed yourself, while thinking of how if you were stronger, you could've lived a better, happier life.

However, you don't regret saving your friends/companions. Moments before the fatal blow that would take your life, a blue, floating rectangle appear. On it, was written the following:

"You have acquired the qualifications to be a Player. Will you accept?"

By saying "yes", you woke up, days later, in the place you should've been killed, and your body was unharmed. But now, you could see the "System"; blue boxes that contain information on your status, your (virtual) inventory, an item shop and a quest tab (you can see your character sheet, but in character, basically. The DM may also want to tell you about some quests, either for you only or for you and your party.)

Vessel's Body

Beginning at 1st level, you gain Mana Points equal to your Charisma Modifier, and, you may choose one status ailment (caused by magical reasons) to remove (such as blinded or frightened) once per long rest.

Detoxification

Beginning at 1st level, your body has developed a certain resistance to poison. You have resistance against poison.

Bloodlust

At 6th level you can exert your murderous intent, once per long rest. Choose one target to roll a DC Wisdom saving throw equal or higher to your Spell save DC. On a failed throw, the target becomes frightened for 1 minute (10 rounds) and while you are in it's vision.

Shadowmancy

Beginning at 10th level, you gain the ability to extract and use (as well as preserve) one's shadow. You gain the following benefits:

  • Shadow Extraction: After killing a creature, you have 24 hours and 3 tries to extract, successfully, their shadow. To successfully extract the shadow, you must roll a DC Charisma check of 12 + the creature's CR. You can't, however, extract shadows that surpass too much your strength (DM's discretion);
  • Shadow Preservation: You gain shadow slots equal to 10 + your Charisma modifier. After extracting a shadow, you can choose to keep it, ultimately making it your servant. You can use one Mana Point to summon a Preserved Shadow as an action (note: when using this skill, keep in mind your shadows. Also, they're a weaker version of the actual creature they once belonged to). You can also let a shadow go, however, the slot will be used for the day.

Shadow Exchange

Starting at 14th level, you are able to sneak one of your shadows in another creature's shadow (if they have one), and teleport to it. In combat, you must use an action to sneak one of your shadows (Spell save Modifier). As a bonus action, you can spend a Mana Point to teleport to that shadow. This ability has a duration of 24 hours, after which the shadow returns to you.

Shadow Ruler Image

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