Base Class: Warlock
OUR PACT DRAWS UPON THE POWER OF THE Shadowfell, often its mistress, The Raven Queen. The deity of fate and death imparts a sliver of her power to those who would gather tragic memories for her collection and hasten a shaking off of the mortal coil from those who stand in her champion’s path. Alternatively, you may also draw you power from a lich, shadow dragon, or other similarly powerful denizen of the Shadowfell.
Tenebrous Spells
The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Tenebrous Spells table, you thereafter always have the listed spells prepared.
| Warlock Level | Spells |
|---|---|
| 3 | Shield, Hex, Blindness/Deafness, Absorb Elements |
| 5 | Bestow Curse, Spirit Shroud |
| 7 | Fire Shield, Dimension Door |
| 9 | Contagion, Steel Wind Strike |
Level 5: Tenebrous Spells - Spirit Shroud
Grant Spirit Shroud option from the Tenebrous Spells list.
Note: this gives you an option of spells to pick, so please choose Spirit Shroud.
Level 9: Tenebrous Spells - Steel Wind Strike
Grants Steel Wind Strike from the Tenebrous Spells list.
Note: this gives you an option of spells to pick, so please choose Steel Wind Strike.
Fell Champion
At 3rd level, you gain proficiency with martial weapons, medium armor, and shields. Your Hit Point maximum increases by 3, and it increases by 1 whenever you gain another Warlock level. You gain a Fighting Style feat from the options of: Blind Fighting, Defense, Dueling, Great Weapon Fighter, Interception, Protection, or Unarmed.
Great Weapon Fighting
When you roll damage for an attack you make with a Melee weapon that you are holding with two hands, you can treat any 1 or 2 on a damage die as a 3. The weapon must have the Two-Handed or Versatile property to gain this benefit.
Blind Fighting
You have Blindsight with a range of 10 feet.
Defense
While you're wearing Light, Medium, or Heavy armor, you gain a +1 bonus to Armor Class.
Dueling
When you're holding a Melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Interception
When a creature you can see hits another creature within 5 feet of you with an attack roll, you can take a Reaction to reduce the damage dealt to the target by 1d10 plus your Proficiency Bonus. You must be holding a Shield or a Simple or Martial weapon to use this Reaction.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can take a Reaction to interpose your Shield if you're holding one. You impose Disadvantage on the triggering attack roll and all other attack rolls against the target until the start of your next turn if you remain within 5 feet of the target.
Unarmed Fighting
When you hit with your Unarmed Strike and deal damage, you can deal Bludgeoning damage equal to 1d6 plus your Strength modifier instead of the normal damage of an Unarmed Strike. If you aren't holding any weapons or a Shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 Bludgeoning damage to one creature Grappled by you.
Ill-Fated Curse
When you cast the hex spell, your patron infuses the magic with foul luck, cursing the target beyond normal measure. The curse ends early if you lose concentration on the spell. Until the spell ends, you gain the following benefits
- You gain a bonus to damage rolls against the hexed target. The bonus equals your proficiency bonus.
- Any attack roll you make against the hexed target is a critical hit on a roll of 19 or 20 on the d20.
- If the hexed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).
Level 6: Contagious Jinx
The target of your Hex spell radiates a doomed, unseeable aura in a 10-foot Emanation originating from it. All creatures of your choice in the aura suffer the effects of your Ill-Fated Curse feature. Additionally, your allies benefit from the first two effects of Ill-Fated Curse against the target of your Hex spell as well.
Level 10: Jettatura
At 10th level, your calamitous gaze grows more powerful. If the target cursed by your Hex spell hits you with an attack roll, you can roll a d6. On a 3 or higher, the attack instead misses you, regardless of its roll. If the attack still hits, you have resistance to any bludgeoning, piercing, or slashing damage from the attack.
Level 14: Catastrophic Malison
The target of your curse feels their thread of destiny clutched firmly within your grasp. The target of your Hex spell has Disadvantage on all D20 attack roll and ability check tests against you until the spell ends. When you cast the spell, the target must make a charisma throw against your spell save dc and then again at the end of each of its turns until it gets three successes or failures. If the target succeeds on three of these saves, the target is immune to this effect of the Shade Patron’s Hex spell for 1 hour. If the target fails three of the saves, the spell lasts for 1 hour on it.
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