Warlock
Base Class: Warlock

Playing a Veil Warlock

Combat Role: You excel as a mobile controller and striker, using your shadow powers to reposition yourself in battle while debilitating enemies with fear effects and psychic damage. Your shadow servant can scout ahead or assist in combat, while your later abilities allow you to control the battlefield with fear and difficult terrain.

Roleplaying Tips: Your exposure to the Veil likely affects how you perceive the world. You might occasionally see glimpses of those who have passed beyond, hear whispers from the other side, or notice when someone’s time draws near. Consider whether you sought this pact willingly or if it was thrust upon you during a near-death experience. Your relationship with your patron might range from reverential to resentful, depending on the circumstances of your pact.

Veilwalker

Level 3 Veil feature

Your patron grants you the ability to step partially beyond the material world. You learn the misty step spell and can cast it without expending a spell slot. 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. Additionally, you gain the ability to see through magical darkness out to a range of 30 feet.

Expanded Spell List.

3rd-level Veil feature

The Veil allows you to 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.

Veil Expanded Spells

Spell Level--Spells

   1st: disguise self, dissonant whispers

  2nd: blindness/deafness, shadow blade*

  3rd: phantom steed, hunger of Hadar 

  4th: phantasmal killer, shadow of moil

  5th: antilife shell, negative energy flood

 

Shroud of the Forgotten

Level 6 Veil feature

As a bonus action,  you can wrap yourself in tendrils of shadow drawn from beyond the Veil. This shroud lasts for a number of rounds equal to your proficiency bonus. While shrouded: You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. Attack rolls against you have disadvantage. You can pass through objects and creatures as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside an object or creature. Your form becomes indistinct, appearing as a shadowy silhouette. The shroud ends early if you are in an area of bright light, such as that created by the daylight spell or direct sunlight. Once you use this feature, you can’t use it again until you finish a short or long rest.

Echoes of the Void

Level 10 Veil feature

You can pull a fragment of a lost soul from beyond the Veil to serve you. As an action, you can summon a shadow that appears in an unoccupied space within 30 feet of you. The shadow uses the shadow stat block from the Monster Manual with these modifications:

  • Its hit point maximum equals your warlock level × 3.
  • It adds your proficiency bonus to its attack rolls and damage rolls.
  • It gains a bonus to AC equal to your Charisma modifier (minimum of +1).
  • It can speak languages you know and communicates with you telepathically while within 100 feet of you.
  • The shadow remains for 1 hour, until it drops to 0 hit points, or until you dismiss it (no action required).

         The shadow remains for 1 hour, until it drops to 0 hit points, or until you dismiss it (no action required).

       When the shadow is reduced to 0 hit points, it dissolves into whispers, and you take 2d6 psychic damage. Once you use this feature, you can’t use it again until you finish a long rest.

Breach the Veil

Level 14 Veil feature

You can momentarily tear open the fabric between worlds. As an action, you create a rift centered on a point you can see within 60 feet. Each creature other than you within 30 feet of that point must make a Wisdom saving throw against your warlock spell save DC

 On a failed save, a creature takes 6d10 psychic damage and is frightened of you until the end of its next turn. On a successful save, a creature takes half as much damage and isn’t frightened.

The rift persists for 1 minute. While it exists:

  • You can use a bonus action on your turn to teleport to an unoccupied space within 30 feet of the rift that you can see.
  • When a hostile creature starts its turn within 10 feet of the rift, it takes 2d6 psychic damage.
  • The area within 10 feet of the rift is filled with whispers and spectral visions that only you can fully comprehend. This area is considered difficult terrain for creatures other than you.

Once you use this feature, you can’t use it again until you finish a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
6/9/2025 7:17:06 PM
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