Warlock
Base Class: Warlock

The Scarecrow is an ancient being of fear, a being that to the knowledge of most is just the faceless terror in bedtime stories to scare the young. This is but a farce, The Scarecrow is a being from the beginning of civilization.  The Scarecrow only shows itself to a select few beings every three centuries, choosing a champion to inherit it's ancient power.  

Expanded Spell List

The Scarecrow 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 Scarecrow Expanded Spells
Spell Level Spells

1st

Cause Fear, Dissonant Whispers

2nd

Blindness/Deafness, Blur

3rd

Vampiric Touch, Fear

4th

Gravity Sinkhole, Hallucinatory Terrain

5th

Danse Macabre, Enervation

Ancient One’s Blessing

Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).

The Scarecrow's Visage

Starting at 6th level, you can call on your patron's power to summon a spectral form overlapping yours causing all who lay their eyes upon you to perform a Wisdom check. Upon successful Wisdom check the target can see through the form, but upon a failure the target becomes frightened. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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

Shadow's Calling

You gain the ability to call the shadows to you and become one with them. You have the appearance of a shadow wearing a scarecrow's hat. Due to this appearance of shadows, you can use a bonus action to teleport or walk through the surrounding shadows.  

You gain the following abilities once in this form;

  • Resistance to slashing and bludgeoning damage
  • Can use an action to strike with a clawed hand of shadow, dealing 2d8 + Dex modifier slashing damage, on hit target must make DC 18 Wisdom saving throw or take an additional 1d6 of necrotic damage
  • Can use shadows in the surrounding area to teleport to an area within 120 feet, desired area must also be swathed in shadow

If you would arrive in a place already occupied by an object or a creature, or not swathed in shadows, you take 4d6 necrotic damage, and the spell fails to teleport you.

The Scarecrow's Field

Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage.

Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion.

You must finish a short or long rest before you can use this feature again

The Scarecrow Image

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