Warlock
Base Class: Warlock

They are everywhere. Everywhere. In the alley, in the dungeon, in the depths of the woods, in the kitchen of the poor man, or under the king's bed. The shadows are everywhere. And in the deepest shadows, powerful beings hide and lurk. And when they hear something interesting — a cry for life, a greedy desire, or a desperate vow — they come forward and offer power. But not for free...

Your patron is mysterious entity from the Shadowfell, the plane of shadows and dark secrets. Such beings are hungry for secrets and have a great desire to corrupt all lights and also all souls, likely including yours. You may have bound yourself to a shadow dragon, a shadow demon, a netherese lord, a night hag or a vampire mystic. Some of them has widely known and feared, like the Raven Queen, Lloth, Evard or Strahd, but most of them are just as mysterious as their real powers and true intentions.

Expanded Spell List

The Shadow Master 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 Master Expanded Spells

Shadow Training

At 1st level, the Shadow Master provides you some effective battle training: you gain proficiency with medium armor, shields, and martial weapons.

Shadow Play

Starting at 1st level, you can shape the natural shadows around you. At your command the shadows seem to grow and darken around you, makes you look more and more threatening. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all frightened by you until the end of your next turn.

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

Shadow Guard

Starting at 6th level, the shadows are watchfully swirling around you. When a creature you can see within 60 feet of you hits you with an attack, you can use your reaction to lash out at the attacker with a shadowy whip, causing 2d6 necrotic damage to the attacker. Additionally, the target must succeed on a Constitution saving throw against your warlock spell save DC or be blinded for 1 minute. A blinded creature makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.

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

The necrotic damage increases to 3d6 at 10th level and 4d6 at 14th level.

Shadow Step

At 10th level, you gain the ability to step into a shadow and re-emerges from another shadow a short distance away. When you are in dim light or darkness, as a bonus action you can teleport up to 60 ft. to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first attack you make before the end of the turn.

Shadow From Within

At 14th level you have been soaked in darkness so much that you are able to summon your inner shadows. You can create a shadow aura as a bonus action on your turn, which lasts until you dismiss it as a bonus action on your turn.

While your shadow aura is active:

  • you can use Shadow Play an unlimited number of times,
  • you can see normally in darkness, both magical and nonmagical, to a distance of 120 feet,
  • the shadows turns dim light in a 5-foot area around you into darkness and bright light in the same area to dim light.

 

Comments

Posts Quoted:
Reply
Clear All Quotes