Base Class: Warlock
They foretold a truth more terrifying than any other. Those who glimpse it behold no monster other than an utter lack of meaning. The visage of a razor thin line between existence and nonexistence and nothing in between.
To take this Patron, you must be a Nektar Foundling.
Expanded Spell List
The Dark Father 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.
The Dark Father Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | unseen servant, expeditious retreat |
| 2nd | darkness, shatter |
| 3rd | fear, vampiric touch |
| 4th | blight, dimension door |
| 5th | contact other plane, scrying |
Grasp of the Dark Father
Grasp of the Dark Father: You are given a curse which cannot be cured by any means, in the form of Indefinite Madness.
This Madness takes the form of The Dark Father, and the Foundling gains a specific character flaw from the Indefinite Madness table, which reads:
“There’s only one person I can trust. And only I can see this special friend.”
The Dark Father's Gifted
You are among His Gifted.
Those within the obsidian walls seek oblivion.
Their worship, turbulent and reactive.
They predict the birth of their savior, but they say he has already been born.
Your Intelligence and Charisma are increased by 2, to a maximum of 22.
If you weren't before, you are now Proficient with Martial Weapons.
You gain 4 Extra Attacks. You may attack 5 times per turn, using your melee weapon.
Scholar's Ravings
Unlocks at 6th level. Once per long rest, you can telepathically rant and rave incoherently about the future's grim tidings.
If anyone within 20 ft. of you is not insane, they must make a Wisdom saving throw with a DC of 8 + your Charisma Modifier + your Proficiency Bonus.
Those who fail the Wisdom saving throw take 3d6 Psychic damage.
This leads anyone in range to believe that fate ordains their death at that very moment, causing them to attempt to hit themselves.
The Dark Father's Graces
Starting at 8th level, no attacks against you have advantage if you aren't incapacitated.
Purified Form
You regain the ability to take a Mortal Shell, as reward for your dedication.
You can inhabit bodies, living or dead, of Small, Medium, and Large Humanoids as an Action. The possession lasts until the body drops to 0 Hit Points, the Foundling ends it as a Bonus Action, or the Foundling is turned or forced out by an Effect like the Dispel Evil and Good spell. Being hit with Silvered Weapons will also force a Foundling out of it's controlled body.
Your Shell's Strength, Dexterity, and Constitution Scores replace your own while you control them. Your movement speed is replaced with theirs as well. Their max health is added to your own as Temp HP.
If your Shell drops to 0 HP, you are ejected 5 ft. behind it and prone.
Everyone within 5 ft. of you needs to make a Constitution Saving Throw against a DC of 8 + your Charisma + your Proficiency Bonus.
If they fail, they are encased in stone and Restrained for 1 round. If they succeed, there is no effect.
If you are controlling a creature that is not unconscious or dead, the target is aware and you both make a Wisdom Saving throw against each other at the start of their turns.
If you make a higher save or the target willingly fails their save, you resume control.
If the target makes a higher save, you are ejected out of their body 5 ft. behind them and are left prone.
Previous Versions
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