Warlock
Base Class: Warlock

Your pact draws on the power of stillness and obscurement; that which cannot be percieved cannot be harmed. You have entered an agreement with Darkness itself.  You have been granted protective magic in order to help the universe cease wretched, dangerous action and become peaceful in incation.

Level 3: Bulwark Against Light

Darkness grants you proficiency with Medium Armor and Shields.

Level 3: Duskguard Spells

The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Duskguard Spells table, you thereafter always have the listed spells prepared.

Duskguard Spells
WARLOCK LEVEL SPELLS
3 Entangle, Shield, Darkness, Spike Growth
5 Slow, Bestow Curse
7 Conjure Minor Elementals, Fire Shield
9 Hold Monster, Cone of Cold

Level 3: Dark Tidings

You gain the ability to curse a foe with the weight of darkness. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

You wreathe the target in shadows:

  • You have Half Cover from any attacks by the target.
  • The target has Disadvantage on attacks on targets other than you.

You can use this feature a number of times equal to your Charisma modifier (minimum of 1).  You regain all uses after a long a rest, and you regain one after a short rest or when you use your Magical Cunning.

Alternately, when you cast a spell with a spell slot that requires concentration and targets a creature other than yourself, you can use Dark Tidings as part of casting that spell instead of taking a Bonus Action. When you do so, the target of the spell is also the target of Dark Tidings, and Dark Tidings' duration is that of the spell.

Level 6: Twilight Stasis

Your patron's might further empowers you:
Refreshing Darkness: When you succeed on a saving throw to maintain Concentration, you may regain hit points equal to half the damage that caused the roll (round down). Once you use this benefit, you can’t do so again until the start of your next turn.
Shadow Focus: When you fail a saving throw to maintain Concentration, you can choose to succeed instead and regain hit points equal to the damage that caused the roll. Once you use this benefit, you can't use it again until you finish a short or long rest or spend a Pact Magic slot.

Level 10: Brutal Tidings

Dark Tidings is further enhanced:
Brutal Curse: Any attack roll you make against a target of your Dark Tidings scores a Critical Hit on a roll of 19 or 20 on the d20.
Darkness' Razor: You may take a Bonus Action to force the target(s) of your Dark Tidings to make a Charisma saving throw; on a failed save, the target takes damage equal to your Charisma modifier(minimum of 1), and their speed is reduced by half until the start of your next turn.

Level 14: Dusk Master

Dark Tidings increases in power, granting the following benefits:
Setting Sun: When you cast a spell with a spell slot that requires concentration and has an area of effect, you can use Dark Tidings as part of casting that spell instead of taking a Bonus Action. When you do so, you may target any creature under that spell's effects with Dark Tidings, and any creature remains targeted by Dark Tidings while they remain in the spell's area.
Explosive Tidings: When you damage a target cursed by Dark Tidings, it and any other targets so cursed take an additional [roll]3d6[/roll] Necrotic damage, and are knocked prone. Once you use this feature, you cannot use it again until you finish a Long Rest unless you spend a Pact Magic slot (no action required) to restore your use of it.

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