Warlock
Base Class: Warlock

Your patron is a Night Hag, a powerful fiendish witch that wanders the planes, searching out souls. In return for this gift, you, too, wander the planes, searching out soul larvae for your patron to use for her own purposes, damning them for eternity.

Expanded Spell List

The Hag 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.

Fiend Expanded Spells
Spell Level Spells

1st

sleep, tasha's hideous laughter

2nd

detect thoughts, phantasmal force

3rd

bestow curse, hypnotic pattern

4th

confusion, phantasmal killer

5th

enervation, modify memory

Soul Frenzy

Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain advantage on your next attack roll before the end of your next turn. If the attack hits, it deals an additional 1d6 damage. 

This damage increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.

Daughter of the Night

Starting at 6th level, you become a beloved pawn of your patron. You become immune to the charmed condition. Furthermore, as a reaction whenever you are targetted by a spell, you force the caster to make a Wisdom save equal to your spellcasting DC. If they fail, the spell automatically fails, and they become frightened of you until the end of their next turn. 

You can use this feature a number of times equal to your Wisdom modifier (minimum of 1) per long rest. 

Tools of the Trade

Starting at 10th level, you gain a gift from your patron- the knowledge of hearthstones and soul bags. You may craft one over the course of 30 days, during which you must undergo only basic tasks. While in possession of the hearthstone, you are immune to diseases. Additionally, you may magically enter the ethereal plane (or vice versa) four times per day. 

The soul bag allows you to carry and contain souls of up to three creatures. You gain bonuses depending on the quality and type of soul captured. Creating a soul bag takes 7 days and the sacrifice of a humanoid, whose flesh is used to stitch the bag. Capturing the soul of a slain enemy requires a DC 16 Wisdom check, as an action,  within one round of the creature being slain. You need not have been the one to have killed the creature. The soul of a creature below Challenge Rating 2 is weak; only souls of creatures of Challenge Rating 3 and higher can give the following advantages:

  • As an action, you may expend a soul to conjure one lesser demon or devil of Challenge Rating 2 or lower- this creature is friendly towards you and aims to assist you as best as it can. This effect otherwise functions like summon lesser demons. More powerful souls may summon more powerful fiends- for every 2 Challenge Rating ranks over 8, the limitation of the Challenge Rating of the fiend summoned increases by 1. For example, the soul of a CR 10 creature would allow you to summon a CR 3, the soul of a CR 12 would allow you to summon a CR 4, and so on. 
  • Per each evil soul, you gain a +1 bonus to your armor class.
  • Per each 2 CR ranks over 10, you gain 1d4 temporary hit points from that soul until it is cast out or expended. 

As a bonus action, you may empty the bag of one or more of its contents, to make room for a new soul or for the purpose of trading. Use the DM's discretion as to whether or not certain creatures have souls. 

Nightmare Made Manifest

Starting at 14th level, while you are on the Ethereal Plane, you can reach out to resting psyches, imbuing them with nightmares and terrible visions. When you do so, you create a link between yourself and the creature that lasts until you are incapacitated, you or your target are killed, or until you leave the Ethereal plane. While the link is established, your target can not benefit from long rests and loses 5 (1d10) maximum hit points each day. A creature whose hit point maximum is reduced to 0 in this way dies, and their soul is sent to your soul bag. 

The reduction to the target's hit point maximum cannot be ended while the link is established, unless by a wish or similar power. If the link is disrupted, the hit point maximum can be removed by greater restoration or a similar spell. You can only share this link with one creature at a time. When a link is severed, you must finish a long rest before you may establish a new one. 

 

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