Warlock
Base Class: Warlock

An ancient Lord of Darkness has found favor with you. This pacts meaning may elude you for now, but how will you reconcile being an agent of an unholy and undead being. Most warlocks who find themselves in service to this entity have been driven to insanity by the call of eternal damnation. How will you prove yourself better? Will you resist the tides of chaos inside your very soul and become the Right Hand of your Patron? Or will you succumb to the madness and be abandoned to a slow and agonizing death? Your destiny is yours to weave and your Patron will grant you the very powers to achieve greatness. As long as you remain loyal, the world is quite literally yours for the taking. 

Your Patron grants you an expand spell list.

Expanded Spell List

The following spells have been added to the warlock spell list for you.

1st:   Bane, Inflict Wounds

2nd:  Mind Spike, Enhance Ability

3rd:   Conjure Animals, Animate Dead  

4th:   Greater Invisibility, Evard's Black Tentacles

5th:   Creation, Modify Memory

Power Beyond the Light

Beginning at 1st level, your presence instills fear and power to those around you. As an action, you may choose to call upon the fearful presence of your Patron to make enemies within a 10 ft. sphere centered around you have disadvantage on all attacks made against you and those within the 10 ft. space for 1 minute. Alternatively, you may channel the eternal strength of your Patron to deal necrotic damage equal to your level + your Constitution modifier and gain this damage as hit points.

Once you have used this feature, you cannot use it until you finish a short or long rest. 

Servant of True Darkness

At 6th level, your Patron begins to slightly alter your body. You grow fangs which deal 1d6 piercing damage + your Strength modifier and 3d6 necrotic damage. The damage dealt by your fangs ignores resistances. Furthermore, as an action you may transform and shift between these forms for 1 hour or until you drop the transformation and return to your original form. These creatures include a bat, a wolf, a swarm of rats, and a misty form which follows the same rules as the Gaseous Form spell. Once you have used this feature, you cannot use it again until you finish a short or long rest.

Loyalties Reward

At 10th level, your loyalty to your Patron has been observed and therefore it shall be rewarded. Your Patron bestows upon you one ancient relic from their treasures. Once you have reached this level you may chose one of these items below:

Shroud of Eternal Darkness: This cloak is as black as midnight and feels almost ethereal in your hands. While you wear this cloak, you have advantage on all Stealth checks and you may add your proficiency bonus to the check. Furthermore, you may use your bonus action to invoke the shroud's power to create a 30 ft. sphere of darkness within 10 ft. of you until dispelled. Creatures with dark vision and even true sight cannot see through this darkness. Magical and nonmagical light are extinguished and cannot be relit in the sphere. Additionally, when a creature attempts to exit the darkness they must succeed a Constitution Save or become blinded for 1 minute. Once you have used this feature you cannot use it again until you finish a long rest.

Tome of the Undying Army: The tome is bound in all manner of bones and black geodes. As an action, you can call forth an army of undead their challenge rating cannot exceed 1/2. The number of soldiers summoned is equal to half your level rounded down. They remain for 1 hour, until killed, or dismissed. They roll separate initiative and take their actions normally. However,  on your turn you can as a free action command them to do independent tasks, attacks, etc.They will follow this command until fulfilled, told otherwise, or killed. Once you have used this feature, you cannot use again until 3 days has transpired.

Pendent of the Right Hand: This gold and silver inlaid necklace twinkles with a fiendish glow upon inspection. This pendent was worn by your Patrons most trusted advisor and general. Upon attuning to this item, you are proficient in all Charisma based checks and have advantage on them as well. If you so choose, you may spend 5 minutes speaking with a creature or person that is not currently in combat with you or your party. If you do, that creature is charmed by you for 24 hours and this charm cannot be broken unless you cause harm toward them. Once the charm is finished, the affected party has no recollection of being charmed. You can spend more time to attempt to charm more than one person. The time increases by 5 minutes for each person you attempt to charm. However, you must make a Constitution saving throw against your spell save DC or take 3d12 psychic damage and be stunned for 1 hour.

Gauntlets of Blood: These pieces of armor shine and drip with a deep crimson liquid. Once attended to these items gain a +2 to AC. Furthermore, while attuned you have resistance to piercing and slashing damage. When you deal necrotic damage to an enemy, as a reaction you may deal an additional 3d10 force damage as you pull the very blood from their vain's. Once you use this feature, you cannot use it again until you finish a short or long rest. The damage done by the force damage accumulates to a health pool and may be tapped into to heal yourself or an ally as a bonus action. Your health pool max is 30 hit points and can be refilled by using the aforementioned feature.

Boots of Transcendent Swiftness: While attuned and worn these boots double your movement speed, swim speed, and flying speed. Additionally, you cannot be slowed or impeded by non-magical and magical terrain or spells. Furthermore, you may as a bonus action transfer this speed to up to 3 other people within a 10 ft radius. These people are under the effect of the Haste spell for 5 minutes and do not suffer the penalty once it has faded. However, once you gift this speed to others your movement speed becomes zero and you may spend your turn moving your normal speed. Alternatively, you may use your turn to remain where you are and either use a action or a bonus action on your turns.

Right Hand to Darkness

At 14th level, your devotion and faith toward your Patron has transformed your very existence into a vessel for their will. You gain physical benefits granted to you by your Patron. Firstly, you cease aging and cannot die of old age. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Thirdly, you regain 20 hit points at the start of your turns if you are below half your max hit points. Lastly your Patron gifts you with one legendary resistance, which returns each day after use.

Not only have you become physically superior, you have been given the authority by your Patron to command any of your brethren vampires and spawns. While in the presence of another vampire or spawn they must obey your commands and cannot be hostile toward you. You also gain a medium sized Keep or Castle in your name to do with what you wish. This safe haven is staffed by 100 Shadow servants and they will follow your instructions. Your title demands respect and your power should be feared.

Previous Versions

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