Warlock
Base Class: Warlock

From within the shadowed halls of Darroch Castle, the Lord of Bats sits upon a throne of black ashwood and rules his domain with an all-knowing amber gaze. Some say that his true name is Neifion, but they are wise to use it sparingly. Others say that he appears as a tall and thin man with a bald head and pointed ears, but that his true form is something far, far more monstrous than that. Regardless, your patron is a powerful archfey who holds no allegiance to any Court, but whose strength is great enough to carve out his own knighted kingdom. His will extends not only to the nocturnal beasts and winged denizens of his namesake, but to every root and thorn that draws nourishment from the soil of his realm. For reasons known only to himself, he has deemed you worthy enough to take into his confidence. And also perhaps to part with but a tiny sliver of his power into your hands.

 

Special Thanks Thanks to Bruce R. Cordell for authoring the "Abolethic Sovereignty" series and for introducing me to yet another of my most favorite figures in the Forgotten Realms. Thanks noblecrumpet-dorkvision.tumblr.com for creating the Neifion's Vampiric Swarm Invocation. Thanks to Brandes Stoddard at Tribality.com for creating the Blood Sacrifice invocation

Lord of Bats Bonus Spells

The Lord of Bats allows you to 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. In addition, the Lord of Bats also allows you to add Transport via Plants and Wall of Thorns as 6th Level options for Mystic Arcanum.

Fiend Expanded Spells
SPELL LEVEL SPELLS

1st

entangle, inflict wounds

2nd

blindness/deafness, pass without trace

3rd

bestow curse, spirit guardians

4th

death ward, phantasmal killer

5th

geas, seeming

Cloak of Shadows

Starting at 1st level, as a bonus action on your turn you can invoke your patron, causing a cloak of shadows to appear around your shoulders. While the cloak covers you, your AC equals 13 + your Dexterity modifier and you have advantage on Dexterity (Stealth) checks. The cloak lasts until you use your action to dismiss it.

Hungry Darkness

At 6th level, you gain a measure of dominion over the winged denizens and shadows that populate the dark realms of your patron, allowing you to conjure a field of magical darkness filled with a swarm of furious bats. You may cast Hunger of Hadar without expending a spell slot, except it deals deals magical piercing damage instead of cold damage and necrotic damage rather than acid damage. You may use this feature once and cannot do so again until after you finish a short or long rest. 

Curse of Bloody Brambles

The will of the Lord of Bats extends to everything that resides in his realm, regardless of whether it be flora or fauna. At 10th level, you gain the ability to summon a field of gnarled roots and vines covered in thorns to bind and harm your foes. As an action, you may cast Black Tentacles without expending a spell slot, but the damage they inflict is magical piercing damage instead of bludgeoning damage. While the field remains active, you can use a bonus action on each of your turns to cause one of the vines to reach out and attempt to grab a creature within 10 feet of the area. The targeted creature must succeed on a Strength saving throw. On a failure, that creature becomes wrapped in the vine and is pulled into the field's area, becoming restrained and thus affected by Black Tentacles normally. You may use this feature once and cannot do so again until after you finish a long rest. 

Dark Discorporation

At 14th level, as a bonus action, you can use the power of your patron to become one with darkness and abandon your body. You shift your form into that of a shadebat swarm. You retain your personality, proficiency bonus, and Intelligence, Wisdom, and Charisma scores. You assume the hit points of the shadebat swarm, and add your Charisma modifier to your Armor Class in this form. When you use the bite attack of the shadebat swarm, the target also takes extra necrotic damage equal to your Charisma modifier. You also gain the Multiattack trait, allowing you to make two bite attacks. Lastly, the DC to resist blindness from your form's bite attack is equal to your Spell Save DC. Your gear merges with this form and cannot be used. You can remain in this form for a number of hours equal to half your warlock level. You retain the ability to maintain concentration on any spells that you were concentrating on before your transformation, but you cannot cast any other spells or use eldritch invocations until after it has ended. You revert to your normal form when this form drops to 0 hitpoints, or when you choose to end it early as an action. Any excess damage suffered by this form is carried over to your normal form. You can use this ability twice and regain all expended uses when you finish a long rest

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