Base Class: Warlock
You patron is a lord from the plane of the Shadowfell, or another dark being. Such beings have hidden motives in the realms of mortals and often deploy agents to accomplish their goals, keeping their own faces and purposes concealed.
Expanded Spell List
The Veiled One 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 Veiled One Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | sleep, disguise self |
| 2nd | blur, pass without trace |
| 3rd | nondetection, counterspell |
| 4th | greater invisibility, freedom of movement |
| 5th | seeming, creation |
Essence of Darkness
At first level when you choose the pact of the Veiled One you become proficient in stealth and you can hide as a bonus action if you are lightly obscured by dim light or darkness. Also, you are considered to be lightly obscured by dim light while you are within 10' of dim light or darkness, or if you have moved at least 15' during your turn.
Rebellious Shade
By 6th level you can turn your enemy's shadow against them. If you are attacked by an enemy, you can use your reaction to impose disadvantage on the attack roll. The enemy takes Necrotic damage equal to your Charisma modifier on a miss. You may continue to use this ability as your reaction when attacked by the same enemy as long as it continues missing. Afterward, you must complete a short or long rest before regaining use of this feature.
Cloak of Many Shadows
When you reach 10th level, darkness swirls around you, deflecting attacks. While in dim light or darkness, you gain a +2 bonus to AC and all saving throws.
Merge with Shadow
At 14th level, you gain the ability to merge yourself with the essence of your patron. You can use a bonus action to grant yourself the following features.
- You are treated as undead; no need to breathe, cannot receive magical healing, and ignore the effects of current levels of exhaustion.
- You have advantage on stealth checks while in dim light or darkness
- Damage Vulnerabilities. radiant
- Damage Resistances. acid, cold, fire, lightning, thunder, bludgeoning, piercing, and slashing from nonmagical attacks
- Condition Immunities. exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
- Amorphous. You can move through a space as narrow as 1" wide without squeezing.
- Sunlight Weakness. While in sunlight, you have disadvantage on attack rolls, ability checks, and saving throws.
- Strength Drain. Melee Weapon Attack: +(your proficiency bonus + Cha modifier) to hit, reach 5 ft., one creature. Hit: 2d6 + Cha modifier necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.
You can end these effects at any time as a bonus action. You can stay in this form for up to 60 minutes. They need not be consecutive. Once you use all 60 minutes, you cannot then use this ability again until you finish a long rest.
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