Warlock
Base Class: Warlock

This subclass is inspired by the Dishonored series, developed by Arkane Studios and published by Bethesda.

Your patron exists beyond the fringe of mortal perception, passing through worlds as it sees fit. Some folk may know of your patron, but no intimate knowledge exists of them, and most attempts to learn about them end in failure due to the interference of either your patron or its followers. The Watcher in the Dark is often a spectator in mortal affairs, participating only when doing so would advance its goals, whether it be replenishing its stores of treasure, collecting lost knowledge, or enacting change.

These beings rarely reveal themselves to mortals, preferring to influence affairs out of sight. Because of this, few warlocks who forge this pact find their patron on their own; more often, the Watcher reaches out to them. Patrons which forge this pact include: Raxivort, the Packmaster of Rats; the Outsider of the Endless Sea; and other secretive entities.

Expanded Spell List

The Wanderer 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.

Spell Level

Spells

1st

detect evil and good, dissonant whispers

2nd

Nystul’s magic aura, pass without a trace

3rd

blink, nondetection

4th

confusion, greater invisibility

5th

mislead, passwall

Trickster Caster

At 1st level, you learn how to use your magic effectively against unaware foes. You gain proficiency in the Stealth skill, if you don't already have it. In addition, you gain the following benefits:

  • A creature of your choice that you are hidden from has disadvantage on saving throws against your spells. If the spell may require a creature to make multiple saving throws, disadvantage applies only to the first save.
  • You can use the Hide action as a bonus action.
  • Once on each of your turns, whenever you hit a creature you are hidden from with a spell attack or your Pact Weapon, you deal an additional 1d6 damage of the same type dealt by your spell attack or Pact Weapon.

This damage increases to 2d6 at 6th level, 3d6 at 10th level, and 4d6 at 14th level.

Fleeting Shadows

At 6th level, your patron grants you the ability to summon swarms of creatures to infiltrate areas and aid in your escape.

As an action, you can point at the corpse of a creature that died within the past 24 hours and which lies within 30 feet of you, summoning one of the following creatures: a swarm of quippers, a swarm of rats, or a swarm of ravens. Your DM has the statistics for each creature.

A swarm acts on its own initiative, and you can issue telepathic commands to guide its actions and movement (no action required). The swarm lasts for 10 minutes, until it is reduced to 0 hit points, or if you dismiss it (no action required).

While the swarm remains, you can use your action to perceive through one of the creatures in the swarm, gaining the benefits of any senses the swarm has as well as your own. While perceiving in this way, you are blind and deaf in regards to your own surroundings.

Each swarm has the following features:

Swarm of Quippers. The swarm only deals 2d6 piercing damage with its Bites attack, or 1d6 piercing damage if it has less than half its hit point maximum remaining. The swarm can smell blood out to a range of 300 feet.

Swarm of Rats. The swarm can move through an opening as narrow as 1-inch wide without squeezing. The swarm can smell food and corpses out to 100 feet.

Swarm of Ravens. Creatures have disadvantage on opportunity attacks against the swarm.

The swarms also share the following properties:
- A swarm can take the Help action to give creatures disadvantage on Wisdom (Perception) checks made to perceive you by distracting creatures within a 10-foot radius of the swarm.
- A swarm can consume the corpse of a creature down to the bone, requiring 5 minutes for a Large body, 2 minutes for a Medium or Small body, and 1 minute for a Tiny body.

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

Shadowy Obfuscation

At 10th level, your patron grants you a protective boon, obscuring you from even the most potent of divination magics. Unless you allow otherwise, you and any equipment you are wearing or carrying cannot be perceived through divination magic, such as the scrying or locate creature spells, and creatures with truesight do not benefit from this sense when attempting to perceive you. For example, if you are under the effects of the invisibility spell, obscured by an illusion, hidden in darkness, or even within the Ethereal Plane, a creature cannot use its truesight to see you, and must rely on its other senses to notice you.

As an action, you can create an aura with a 30-foot radius and choose up to ten creatures. You and any creatures you choose gain the effects of this feature while they remain within the aura, and gain a bonus to their Dexterity (Stealth) checks equal to your Charisma modifier. The aura lasts for 8 hours, if you choose to end it (no action required), or until your concentration is broken (as if concentrating on a spell).

You can create this aura again when you finish a long rest.

Unseen Realm

When you reach 14th level, your patron reveals to you a glimpse of a secret world through which it travels, from which it observes creatures and events unseen.

As a bonus action, you enter an extraplanar realm known only to your patron, which cannot be accessed by other creatures unless your patron allows it.  If you have a familiar summoned with your Pact of the Chain feature, that familiar can also join you in this realm.

You can remain in this realm for up to 10 minutes, and can leave earlier when you choose (no action required), if you are reduced to 0 hit points, if you are forcibly summoned out of it with magic, or if you attempt to interact with a creature or object (interactions include touching, attacking, or targeting a creature with a spell, but not communication). Your patron may also choose to shunt you out of this realm at its discretion.

While in this realm, you can see creatures as they are in the plane you originated from, as well as those within the Ethereal Plane. Any creatures not in your realm cannot see, hear, or interact with you, and you can choose to pass through objects, creatures, hazards, and spell effects. When you use this feature, you can choose to be freed from restraints currently binding you, ending the grappled and restrained conditions on yourself.

Although you may travel freely in this realm, you cannot avoid certain dangers as your patron might. Whenever you would pass through a solid obstacle, you take 1 point of force damage for each foot you travel through it. If this damage would reduce you to 0 hit points, you return to the previous plane of existence, and your body is pushed to the nearest available opening.

You regain use of this feature again after completing a short or long rest.

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