Base Class: Warlock
You have made a pact with a Lord of Shadow, a being that prides itself on its ability to be unknown. You work as its agent in the world, with granted powers that allow you to stealth, misdirect, and beguile. Suitable patrons for this pantheon include, Bane, Mask, Nocturnal, and Vhaeraun.
Expanded Spells and Skills
Starting at 1st level you gain darkvision out to 120 feet, and can learn Thieves Can't as a language proficiency.
The Shadow Patron 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.
Shadow Expanded Spells
| SPELL LEVEL | SPELLS |
|---|---|
|
1st |
Disguise Self, Silent Image |
|
2nd |
Knock , Pass Without |
|
3rd |
Non-Detection, Major Image |
|
4th |
Greater Invisibility, Secret Chest |
|
5th |
Modify Memory, Mislead |
Dark Misdirection
Starting at 1st Level immediately after casting an illusion spell, or spell from your Shadow Patron's Extended Spell List, you can add your charisma modifier to stealth, and sleight of hand checks, this effect lasts up to the duration of the spell casted, minimum of one minute.
Additionally attacks and spells against creatures that are effected or engaging with a casted illusion spell, or under the influence of an enchantment spell, deal an additional 2d4 necrotic damage damage, and the creature has disadvantage on any saving throw against your Spell Save DC. This damage increases to 3d4 at 4th Level, 4d4 at 8th Level, 5d4 at 12th Level, 6d4 at 16th Level, and 10d6 at 20th Level.
Shadow Clone
Starting at 6th level you learn the ability to step from one shadow to another, leaving a shadow of yourself behind. When you are in dim light or darkness you can use a bonus action to teleport to up to 60 feet to a unoccupied space that you can see that is also in dim light or darkness. When you use this ability you are immediately considered hidden, and you can choose to leave a shadowy clone of yourself behind. You can cho0se your clones actions for the next 10 seconds or until the end of your next turn, the clone cannot attack, speak, or interact with objects. If your clone takes damage it disappears in a puff of black smoke.
Your Shadow Clone counts as a casted illusion in the case of using it for Dark Misdirection.
Shadow Thief
At 10th level, you gain the ability to adopt a humanoid’s persona. When a humanoid dies within 30 feet of you, you can magically capture its shadow using your reaction. You retain this shadow until you use it or you finish a long rest.
You can use the shadow as an action. When you do so, it vanishes, magically transforming into a disguise that appears on you. You now look like the dead person, but healthy and alive. This disguise lasts for 1 hour or until you end it as a bonus action. The shadow counts as a casted illusion in terms of using it with Dark Misdirection.
While you’re in the disguise, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn’t include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories.
Another creature can see through this disguise by succeeding on a Wisdom (Insight) check contested by your Charisma (Deception) check. You gain a +5 bonus to your check.
Once you capture a shadow with this feature, you can’t capture another one with it until you finish a short or long rest.
Key of Darkness
Starting at 14th level you gain access to one of your patrons artifacts, the key of darkness. As a bonus action you can summon the key of darkness, a small black key with many protrusions. With it you gain the following abilities.
- As an action you can open any lock, magical or non magical.
- As an action you can make a 10 by 10 foot square in a wall that is no more than 3 feet thick, become incorporeal for 30 seconds.
- You can cast Dimension Door without expending a spell slot.
- You can cast Teleport without expending a spell slot.
Once you use one of these abilities, the key disappears in a puff of black smoke. While holding the key you are invisible and noise from your movements is muffled. The key lasts for 10 minutes of until you use one of its' abilities, it will then disappear in a puff of black smoke.
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