Warlock
Base Class: Warlock

You have made compact with a nameless entity from the Plane of Shadow with promises of forbidden knowledge lost to time or the Storm. In exchange for the task at recovering artifacts and the secrets of this world, it grants to you the secrets of eldritch power locked within your very mind. 

What is only known as the Shadow of Doubt rarely accepts summons and individually seeks out and finds servants that possess malleable and powerful enough vessels to withstand the great weight of the truth. Some believe that this creature is nothing more than a turn of phrase for those who have lost their minds, for those found unworthy of the Doubt's secrets are left with their mind broken and their eyes vacant. Nothing is left of the vessel save incoherent rambling expelled from a withered husk of what used to be.

This entity presents itself to you as a creature of your race and opposite gender with fetching features and eyes that seem to absorb the light around them. Looking directly into the eyes of Doubt would drive one mad, so they are benevolent enough to remove their eyes before making contact with their vessel. They are monotone and often speak with esoteric intentions. Depending on the form of the pact you might take, your patron may inhabit the very object of your specialization. 

Shadow of Doubt Quirks
d6 Quirk
1 You sometimes speak words in reverse.
2 You often quote incredibly esoteric prose.
3 You finish other's sentences even if you are incorrect.
4 You refer to your master as a friend, colleague, or a relative of yours.
5 You tend to read at terribly inconvenient times.
6 You openly have conversations with yourself and often answer your own questions.

 

Expanded Spell List

The Shadow of Doubt 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 of Doubt Expanded Spells
Spell Level Spells

1st

dissonant whispers, detect magic

2nd

detect thoughts, mind thrust

3rd

clairvoyance, summon shadow spirit

4th

confusion, divination

5th

legend lore, synaptic static

Vessel of the Void

Starting at 1st level, your patron prepares you for the eldritch knowledge that will soon be unleashed upon your mind. You cannot be affected by madness and you have advantage on saving throws against being charmed or frightened. In addition, before making an Intelligence or Wisdom-based ability check, you may take a special action to tap into the metaphorical chalice of your mind and make the ability check with advantage. You may use this ability a number of times equal to your Charisma modifier before taking a long rest. In addition, you learn three languages of your choice. 

Mind Siphon

At 6th level, you learn to tap into the very minds of your enemies. Whenever a target of one of your spells or abilities is forced to make a saving throw, you can choose to have them make an Intelligence saving throw instead. In addition, you can make the target suffer 1d6 + your Warlock level in psychic damage before any effects of the spell take place, and you gain temporary hit points equal to the damage dealt this way.

 

Secrets Unearthed

Starting at 10th level, you are gifted ancient secrets from your master. At the end of a long rest, you may choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Warlock table, or a cantrip. You may cast each of these spells at will once per day or if you choose to expend a spell slot to cast them again.

The chosen spells count as warlock spells for you and are included in the number in the Spells Known column of the Warlock table.

Glimpse the End

At 14th level, your eyes become eldritch portals so that you may overwhelm feeble minds with what your master has shown you. You gain truesight out to a range of 60 feet. In addition, whenever an enemy looks you in the eyes, you may have them make an Intelligence saving throw with a DC of 8 + your proficiency bonus + your Charisma modifier. On a failed saving throw, the target suffers 12d8 psychic damage and their Intelligence and Charisma score becomes 1 for 1 minute. On a successful save, they suffer half as much damage and retain their Intelligence and Charisma scores.

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

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