Base Class: Warlock
A servant of Hadar, the Dark Hunger, the Cindered Star. Your pact deems you must kill in order for your master to feed on the souls of your slaughter. In return, Hadar grants you some of his power, and the power over the mind of others.
Hadar Origins
Consult the Hadar Origins table for a possible origin of your power.
| d6 | Hadar origins |
|---|---|
| 1 | Lost in a land you did not know, you looked to the stars for hope, and found the Dark Hunger. |
| 2 | Searching for a power to write the wrongs in your life, you discovered Hadar and his immensity. |
| 3 | Studying the stars you found a cinder-red star. Before you could look away it offered you something you could not refuse. |
| 4 | Always a servant, you sought to find the most powerful entity in the galaxy, so you may seek it's blessing. |
| 5 | A subject to a Herald of Hadar, you granted it dominion over your life, in exchange to continue it. |
| 6 | You found an old relic with instructions. Curiosity got the better of you, and now fear drives you. |
Psionic Spells
Hadar grants you an expanded list of psionic spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Psionic Spells
| Spell Level | Spells |
|---|---|
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1st |
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2nd |
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3rd |
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4th |
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5th |
Herald of Hadar
At 1st level, you've decided to serve Hadar in order to gain otherworldly powers. You gain resistance to psychic damage.
In addition, if a creature that you can see within 30ft regains hit points, you may choose to perform one of the following abilities as a reaction.
- You siphon the healing to your own benefit. The target only receives half the amount of incoming healing. The remaining amount instead heals you.
- You fade into the shadows and appear elsewhere. You teleport up to 30ft to an unoccupied space that you can see.
- You draw upon the energy of the Dark Hunger. You regain one spell slot, at the cost of reducing your movement speed to 0 during your next turn. The regained spell slot fades at the end of your next turn.
Dark Hunger
At 6th level, you've learned to manifest Hadar's hunger. As an action, you cause dark spectral tendrils to reach up from beneath the ground, enveloping a creature that you can see within 90ft. The creature must make a Strength saving throw against your spell save DC. On a failure, the creature takes 4d8 necrotic damage and is restrained. On a success, it takes half as much damage and is not restrained.
A creature restrained by this spell may repeat it's saving throw at the end of each of it's turns. On a failure it takes 4d8 necrotic damage and remains restrained. On a success, it takes half as much damage and breaks free of it's restrain.
Damage dealt with this ability is converted into vitality. You gain temporary hit points equal to half the amount of damage dealt with this ability.
You may use this ability once per short rest.
Brood of Hadar
Starting at 10th level, you may call upon Hadar the Ebon Hunger. As an action you may target a creature. Your foe screams, clutches its head, and falls. The target must succeed on a Constitution save against your spell save DC or take 4d10 necrotic damage, half as much on a successful save. If the target is reduced to 0 hit points from damage caused by this spell, flying, fluttering, fanged shadows pour from your foe's open eyes, mouth and ears, and descend upon your foe's allies. Choose a new target within 15ft of your original target. The new target must succeed on a Constitution save against your spell save DC, or suffer 3d10 necrotic damage. This effect repeats, reducing to 2d10 and 1d10 necrotic damage on subsequent targets.
You may use this ability once per short rest.
Breath of the Cindered Star
At 14th level, you learn to draw in the life force of creatures around you. As an action, each creature in a 30ft cone must make a Constitution saving throw against your spell save DC. On a failure, they take 5d10 necrotic damage, and cannot regain hit points for one minute. As long as you remain within 60ft of the target, if healing would be attempted during this time, you instead would be the target of the healing, regardless of the range of the spell or ability. If the target succeeds it's saving throw, they take half the amount of damage, and receive no additional effects.
You may use this ability once per short rest. Alternatively, as a bonus action, you may roll a d6. On a 6, your usage of this ability resets. On any other result, nothing happens. You may attempt to recharge a number of times equal to your Charisma modifier.
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