Base Class: Warlock
Your patron is why the anxious look over their shoulder twice, and why people go missing in the night. The boogeyman springs from folklore, and is a tale told around the campfire to frighten the superstitious.
The boogeyman reaching out to mortals does not happen often, nor lightly. Once a warlock enters a pact with this cryptic entity, mere fear pales in comparison to what their powers wreak.
Expanded Spell List
The Boogeyman 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.
Boogeyman Expanded Spells
| Spell Level | Spells |
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1st |
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2nd |
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3rd |
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4th |
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5th |
Touch of Paranoia
Starting at 1st level, when a creature you've observed for at least 1 minute is within 30 ft of you, locking eyes with them allows you to shake them to their core. Whenever you meet the gaze of a creature you've watched, you may force them to roll a wisdom saving throw. If they fail, they're frightened of you for 1 minute.
After making a successful saving throw, or when the effect ends, the frightened creature becomes immune to this ability for 24 hours.
At 14th level, you've become a disturbing presence. You no longer need to watch a creature for 1 minute before using this ability.
What Lurks In Shadows
Starting at 6th level, you become able to emulate your patron and meld with shadows. You learn the darkness spell. You can see through your own magical darkness as if it were dim light.
Whenever you're heavily obscured by a lack of light, you can use your reaction to become invisible for 1 minute.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Disconcerting Presence
Starting at 10th level, you become a perpetual source of unease to your enemies. Whenever you're at least lightly obscured, hostile creatures within 30 ft of you have disadvantage on saving throws against your spells.
Fear the Dark
Starting at 14th level, you can use an action to surround yourself in a 60 ft sphere of magical darkness for 1 minute, centered on you. You may choose up to 8 allies to be unaffected by the darkness. Any creatures that enter the darkness, or start their turn within it, have to succeed on a wisdom saving throw; or become deafened and restrained for the duration.
Affected creatures repeat this saving throw at the end of their next turn, and on subsequent turns after it. On a successful save, they become immune to the deafening and restraining effects of the darkness for 24 hours.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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3/26/2021 12:12:48 PM
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3/26/2021 8:12:52 PM
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3/26/2021 9:48:12 PM
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1.2
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