Warlock
Base Class: Warlock

Your patron has been use to frighten children for generation, you now gain the power to use fear to you advantage against those that dare to cross you.

Additonal Spells

The Boogeymen give you access to new spells at certain level to help hone your skills.

Fiend Expanded Spells
WARLOCK Level Spells

1st

Bane, Hunter's Mark

3rd

Detect Thoughts, Alter Self

5th

Bestow Curse, Fear

7th

Compulsion, Phantasmal Killer

9th

Mislead, Geas

Resistance to Darkness

At 1st level, your patron gives you a gift to help you to always see you enemies that hide in the darkness. You gain darkvision for up to 60-feet. If you already have darkvision, you get and additional 60 feet. you also gain immunity from being frightened.

Instilling Fear

At 1st level, you gain the ability to cause the fear of you to grow in your enemies. When you target an hostile creature with either a spell or attack, they must make a wisdom saving throw. On a failed save the target is now 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, that creature is no longer frightened.

Jump Scares

At 6th level you can move great distance to hunt those that fear you, once per turn you can use a Bonus Action to teleport to a creature that is frightened of you. You can use this feature up to your charisma modifier many time before needing a long reset to gain the ability again.

It Came from the Shadows

Starting at 10th level, while you are in darkness or in dim light you gain advantage on spells and attacks against hostile creatures. Hostile creatures gain disadvantage on attacks that target you while you are in darkness.

Scared to Death

Starting at 14th level, when you hit a frightened creature with an attack, you can use this feature to appear to them as their worst nightmare.

Until the end of your next turn any attacks or spells made by the target against your gets disadvantages. If they start there turn within 30-feet of you they must make a Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one.

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

Previous Versions

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9/10/2021 11:14:35 AM
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9/11/2021 12:49:39 AM
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