Warlock
Base Class: Warlock

You have made a pact with a creature of the shadowfell, a being who aligns with chaos, even if you do not. Creatures of the shadowfell seek to corrupt all things, and to plunge the world into eternal darkness. They value loyalty, however, and unlike fiends, they will reward their warlocks should they accomplish their goals. Such a creature might be a powerful shadow dragon or dracolich, a fell god who has taken the form of a shade, or a lich such as the Ghost King. If your patron is the Raven Queen, choose Hexblade patron. 

Expanded Spell List

The Shadow lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to your spell list for you.

Shadow Expanded Spells

SPELL LEVEL SPELLS

1st

color spray, identify

2nd

darkvision, calm emotions

3rd

bestow curse, blink

4th

black tentacles, confusion

5th

creation, wall of force

Invade Mind

As an action, you can establish a telepathic link with a creature you can see. The creature is not aware of the telepathic link, and thinks it is merely their thoughts, unless you tell them who it is. The link lasts for 10 minutes, or until you dismiss it. Any creature that has the language "telepathy" is aware of the link and can dismiss it.

Once you use this feature, you may not use it again until you finish a short rest. You gain an additional use at 6th, 10th, and 14th level.

Cloak of Shadows

Once per short rest, you can cloak yourself in a cloud of darkness. The cloud extends 5 ft. around you in every direction, and cannot be penetrated by magical or non-magical light. As an action, you can send out tendrils from the cloud to touch up to four creatures you can see. A tendril deals 1d10 necrotic damage, and heals the same amount to you. The cloak lasts 1 minute, or until you lose concentration.

Form of Fear

Once per long rest, you can enhance your form to become more frightening. You gain the frightful presence feature, as detailed in the Monster Manual. The DC for the saving throw is equal to your spell save DC.

Fall Into Darkness

Starting at 14th level, when you hit a creature with a spell, you can use this feature to instantly transport the target to the Shadowfell. The target experiences visions of its worst nightmares.
At the end of your turn, the creature returns, and must succeed on a Wisdom throw with the DC of 19. On a failed save, a creature takes 10d8 necrotic damage and is frightened and blinded. On a successful one, it takes half that and is frightened.

Comments

Posts Quoted:
Reply
Clear All Quotes