Base Class: Warlock
"The Way has attributes and evidence, but it has no action and no form. It may be transmitted but cannot be received. It may be apprehended but cannot be seen. From the root, from the stock, before there was heaven or earth, for all eternity truly has it existed. It inspirits demons and gods, gives birth to heaven and earth. It lies above the zenith but is not high; it lies beneath the nadir but is not deep. It is prior to heaven and earth, but is not ancient; it is senior to high antiquity, but it is not old." –excerpt from the Zhuangzi
The multiverse exists in a state of balance– light balances with dark, good balances with evil, chaos balances with law. These forces do not oppose each other, but complete each other; one cannot exist without the other, and without both, the multiverse would cease to be. The deities and forces of the world act in order to maintain this balance, although they might not know it.
…But sometimes the multiverse needs a little help. You live your life as an agent of the yin, the dark, tasked with balancing out the forces of the yang, the light. The yin is not a deity with which you commune, but a natural force with which you have a spiritual connection. Through meditation and signals from the natural world, the yin guides you to where you are needed most, and grants you strength to oppose the things that threaten the balance of the multiverse.
As anyone would guess, the forces of evil are the ones threatening that balance most often, weighing it too heavily toward the sides of chaos and darkness. As an agent of the yin, you must keep the forces of light and dark in balance, even if that means fending off the darkness itself.
But when will you choose to act? Which moments will deserve your intervention? And how will you keep the balance of the world so carefully in check?
Expanded Spell List
The following spells are added to the warlock spell list for you.
| Spell Level | Spells |
|---|---|
| 1st | Bane, Detect Evil and Good |
| 2nd | Moonbeam, Silence |
| 3rd | Tiny Hut, Slow |
| 4th | Death Ward, Greater Invisibility |
| 5th | Cloudkill, Dispel Evil and Good |
Bonus Cantrips
At 1st level, you learn the Resistance and Spare the Dying cantrips. They count as warlock cantrips for you, but they don't count against your number of cantrips known.
Bane of Imbalance
As an action, you can imbue yourself with the effects of the Protection From Evil and Good spell for a duration of 1 minute. During this time, you also have resistance to radiant or necrotic damage (your choice), and your attacks deal an extra 1d4 damage to aberrations, celestials, elementals, fey, fiends, and undead.
Once you've used this feature, you must complete a long rest before doing so again.
Patient Fortitude
Beginning at 6th level, you draw strength from patience and passivity.
As a reaction, you can halve the damage you receive from an attack if you moved 0 feet on your most recent turn.
Friend of Darkness
At 10th level, you gain control over darkness and shadow. You have darkvision with a range of 120 feet, and you have the ability to see through magical darkness.
As an action, you can magically teleport up to 60 feet to an unoccupied space you can see. When you do so, you leave behind a 30-foot radius sphere of magical darkness in the spot where you teleported from. This magical darkness lasts for a duration of 1 minute. While this magical darkness is active, you can use another action to shape the darkness into ropes and attempt to bind any creatures of your choice that you can see within the darkness's area. Each creature must make a Constitution saving throw against your spell save DC or be restrained by shadowy binds. Regardless of how many creatures are restrained, the entire sphere of darkness disappears. Restrained creatures can repeat the saving throw against being restrained at the end of each of their turns. You must complete a short rest before using in this feature again.
Negative Energy Wave
At 14th level, you are able to manipulate the negative forces of energy in the area.
As an action, you create a 30-foot radius sphere of negative energy centered on a point within 60 feet, and choose any number of creatures that you can see within that sphere. Those creatures must make Constitution saving throws against your spell save DC, taking 4d12 necrotic damage on a failed save, or half as much damage on a successful one. Creatures that are restrained by your Friend of Darkness feature have disadvantage on this saving throw. If you target an undead creature in the sphere, you can choose whether that creature takes damage from the sphere (saving throw required), or gains temporary HP equal to the rolled amount (no save required).
Any creature killed by this sphere immediately rises up as a zombie under your control, and you can use a bonus action on the same turn to issue these zombies a group command that they will immediately follow. Without a command, the zombies will simply attack whichever hostile creatures are closest to them. At the start of your next turn, the zombies fall to the ground and die.
Once you use this feature, you must complete a long rest before doing so again.
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