Warlock
Base Class: Warlock

A fan-made Warlock subclass inspired by the beloved Dimension 20 creature, the Night Yorb, and its *expansive* lore. Perfect for the aspiring Yorbie or just an edge lord who wishes there was a night themed Warlock patron. Lot's of darkness/night time conditionals, which might not work in every campaign/setting but are fun thematically.

(This is V2 and still not play tested! All for fun! Made a small tweak to reduce power of The Name because it was over tuned)

Expanded Spell List

The Night Yorb 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.

Night Yorb Expanded Spells
Spell Level Spells

1st

bane, sleep

2nd

pass without trace, shadow blade

3rd

bestow curse, pulse wave

4th

phantasmal killer, evard's black tentacles

5th

wall of force, cloudkill

Umbra Arcane

Starting at 1st level, the Night Yorb grants you enhanced abilities so that you can feel right at home fighting even in the darkest of nights. You have proficiency in the Stealth skill and gain the Devil's Sight  Eldritch Invocation. This does not count against your known Eldritch Invocations and cannot be replaced.

When you are in or pass through darkness or dim light, your speed increases by 10 feet until the end of your turn.

The Name

Starting at 6th level, when a creature within 60 feet of you (including yourself) fails a Wisdom, Charisma, or Intelligence saving throw against a spell cast by a creature you can see, you can use your reaction to speak the name of the Night Yorb. The Night Yorb's influence allows the creature to re-roll their saving throw.

If the creature still fails the spell save, the spell effect is resolved as usual. If the targeted creature succeeds on the spell save as a result of this ability, the Night Yorb swallows and nullifies the magic, preventing any of the spell’s effects and dealing 2d8 + (your CHA modifier) as psychic damage to the creature that cast the spell. The resources to cast the spell are still consumed as usual.

You can use this feature twice per long rest.

Sea of Darkness

Starting at 10th level, your control over the forces of eternal night expand. You gain the benefits of Umbra Arcane in any light level during the night. Additionally, you can use the 10 feet of speed gained from Umbra Arcana as flying speed. If you run out of fly speed while still in the air, you lose any remaining movement and fall to the ground. If you end your turn in the air, you fall to the ground.

As a bonus action, you can extend some of the power of your Umbra Arcane to a number of creatures you can see, equal to your Charisma modifier (minimum of 1). For the next hour, the affected creatures can see normally in darkness, both magical and nonmagical, to a range of 80 feet.

You regain the use of this feature on a long rest.

Flight of the Night Yorb

Starting at 14th level, you are able to call the Night Yorb to your aid. As an action, you summon the Night Yorb to fly above you for 1 minute. The sky in a 300 foot radius from the point you use this feature is consumed by magical darkness, affecting even indoor and underground areas that cannot see the sky as all light is dampened in its range. In a large enough enclosed space, the ceiling might show signs of this effect taking place, such as a swirling purple aura or distant twinkling stars. If it is not currently night when you use this feature, the magical darkness blocks daylight that would enter from outside the area.

Creatures with darkvision that cannot see in magical darkness have the range of their darkvision halved while in this area, and the range of both nonmagical and magical light sources is also halved. Additionally, you proficiency bonus is increased by 1 while you are in the range of this feature.

This effect cannot be ended early except through the use of Dispel Magic. For the purposes of that spell, this feature is considered a 9th level spell. You regain the use of this feature on a long rest.

Speak Not of the Night Yorb!

Also at 14th level, you regain the use of The Name on a short or long rest. It now deals 3d8 psychic damage + (your CHA modifier) psychic damage.

Previous Versions

Name Date Modified Views Adds Version Actions
5/27/2024 10:35:19 PM
49
1
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Coming Soon

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