Warlock
Base Class: Warlock

Warlocks who enter into a pact with the Shadow Keepers work to create stability in the world by inhibiting chaos and change. Their powers focus on limiting the abilities and prowess of their foes, opting to prevent harm to their allies rather than inflicting it on others. 

Expanded Spell List

The Shadow Keeper 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.

Fiend Expanded Spells
Spell Level Spells

1st

false life, command

2nd

silence, web

3rd

phantom steed, slow

4th

black tentacles, resilient sphere

5th

antilife shell, wall of force

Stable Soul

When you are knocked unconscious by being reduced to 0 HP, the Shadow Keeper attempts to lock your soul in your body, eliminating the need for death saving throws. Instead, you remain at 0 HP for 1d4 hours, at which point you recover with 1 HP. During this time, any successful attack made against you results in a failed death saving throw. If you regain hit points, you regain consciousness like normal.

Controlling the Variables

Starting at 6th level, you have learned to neutralize variables outside of your control in order to achieve consistent results. Whenever you make an ability check or saving throw, you may instead choose to change the result to a 10 on the d20 before adding the appropriate modifiers. You can do so after seeing the roll but before the effects occur. You may use this ability a number of times equal to your Charisma modifier per long rest.

Corrupted Power

Once per long rest, starting at 10th level, you may use an action to summon power from the Shadowfell. You can recover up to your maximum number of spell slots, taking a level of exhaustion for each spell slot recovered. These levels of exhaustion can only be removed via long rests.

Fellian Stasis

Once per long rest, if you were to take damage, you may instead use your reaction to go into Fellian Stasis.

While in this state, your movement speed is reduced to 0, you cannot take actions or reactions, you cannot gain or lose hit points, you cannot be affected by any means magical or mundane, you cannot be moved by any force less than 1,000lbs., and you lose concentration on any spell you have active. You retain awareness of the world around you through your normal senses, and you may remain in Fellian Stasis for a number of rounds equal to your Constitution modifier.

If you wish to end Fellian Stasis early, you may do so at the end of one of your turns.

The Shadow Keeper Image

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