Base Class: Warlock
You have crafted a pact with the darkness. An umbral entity whose intentions are as mysterious as the inky blackness they call their dwelling place. These beings are found in the far reaches of memory, hidden in the darkest corners of the world, or who hold council in the Shadowfell itself. Because of their nature, these patrons attach themselves to mortal beings through pacts, finding refuge in the darkness dwelling in their hearts. Umbral patrons rely on their warlocks to be their vessels in the light where they cannot go. They feed upon the darkest reaches of mortal hearts and empower those they bind with to draw out the true nature of mortals, the secrets and shame they hide away. Once these secrets are revealed, the umbral being may grow, spread, and expand their dark domain.
Perhaps you were drawn to your patron because you too desire to reveal and devour the dark secrets that dwell within your enemies, perhaps you wished to find a way to escape the darkness that festers inside of your own heart, or perhaps the an established warlock sowed deceit and darkness within you, allowing their patron to find shelter in you. In any circumstance, your patron does not wish to eradicate the shame and secrets of the world, but to grow and cultivate it, giving them more places to dwell and more to feed upon. Your role is to uncover these dark spots and enrich them, to blacken the hearts of the pure and to spread the dark influence of your patron.
Expanded Spell List
The Umbral 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.
Umbral 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 |
Gaze Into the Dark
Starting at 1st level, you are granted the ability to see those lurking in the dark around you. You can see normally in darkness, both nonmagical and magical, up to 120 feet.
Additionally, you gain advantage on perception checks made to perceive hidden creatures or creatures in darkness.
Umbral Terror
Starting at 6th level, your mere presence strikes fear into the hearts of your enemies. As an action, you may use your gifted power over the darkness to remind your enemies of the power you hold over them. Creatures you can see and you choose within 60 feet of you must make a Wisdom saving throw against your Warlock spell save DC. On a failed save, the creature becomes frightened of you for 1 minute. This fear affect bypasses immunity to the fear condition. On a successful save, the creature is not frightened. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Folly of the Heart
Starting at 10th level, your ability to sense the fear and secrets within your enemies allows you to punish them. Choose a creature within 30 ft of you. You may, as a bonus action, lash out with your shadow and attempt to connect to the darkness within them. The target makes a Constitution saving throw against your Warlock spell save DC. If the target fails their saving throw, they are tethered to you by a thin shadow. While tethered in this way, you may deal additional damage to them equal to your Charisma modifier when you successfully hit them with an attack. Creatures who are frightened of you make this save at disadvantage.
Once you use this feature, you may not use it again until you take a short or a long rest.
Nyctophobia
Starting at 14th level, you may use your bonus action to send a wave of darkness and dread sweeping over your enemies in a 40 ft radius from yourself.
Each target must make a Wisdom saving throw against your Warlock spell save DC as they are wracked with their revelations of their deepest fears and shame. On a failed save, the target takes 5d10 psychic damage, is frightened of you for 1 minute, and is stunned until the end of your next turn. On a successful save, the target takes half damage and is not frightened or stunned. Creatures who are already frightened make this save with disadvantage. Creatures may reattempt the Wisdom save at the end of their turn, ending the frightened condition on a success.
Once you use this feature, you can’t use it again until you finish a long rest.
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