Base Class: Warlock
Your patron is the void, an apathetic entity that has existed as long as mortality has, created along side the new age gods and is the pit which all life eventually subsides to. Its goals are utterly incomprehensible by mortals, having been around for aeon's longer than the oldest mortals that aren't the original set new gods. The void however does account for everyone and everything, from the smallest fey to the largest gods, knowing that everyone and everything will eventually join its mass, whether it dies and doesn't go to an alternate afterlife or whether the soul itself has outlived its legends and joins the mass. But you have made the connection with it early, whether by your own accord or by its.
Expanded Spell List
The void 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
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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 |
One with The Shadows
At 1st level, you gain the ability to meld into shadws, becoming one with the void. While in dim light or darkness, as an action you can become invisible. You stay invisible until you attack, cast a spell or enter bright light. you can do this a number of times equal to your proficiency bonus.
At 10th level, you are granted resistances while within shadows. whenever you become invisible using this feature you gain the following benefits while invisible:
you can squeeze through a space as narrow as one inch.
you gain resistance to all damage.
Peer Into the Void
Starting at 1st level, you are granted an enhanced vision while residing in darkness. You gain darkvision out to a range of 120 ft. You can see in magical darkness this radius. If you already had darkvision from a racial trait or class ability or if you later take the devil's sight eldritch invocation then increase your darkvision by that much instead.
The Void's Protection
Starting at 6th level, you can use your connection with the void to quickly get out of trouble. As a reaction to taking damage you can teleport up to 60 feet to an unoccupied space you can see. The area in a 10 foot radius around where you were previously is magical darkness. The magical darkness lasts until the end of your next turn, at which point it fades away. you can do this a number of times equal to your proficiency bonus. you get all uses back on a short or long rest.
You also gain resistance to necrotic damage.
Necrotic Revive
at 10th level you have strengthened your pact with the void so much, it has allowed you to extend your power to allies that should fall into its grasp or make new ones. As an action you can touch a corpse that has been deceased for less than 24 hours. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point, and a number of temporary hit points equal to a number of d6 equal to your proficiency bonus.
This feature also neutralizes any poisons and cures diseases that affected the creature at the time it died. This feature doesn't, however, remove curses or similar effects; if these aren't first removed prior to using this feature, they take effect when the creature returns to life. The feature can't return a creature without a soul to life.
This feature closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival--its head, for instance--the feature automatically fails.
Once this feature has been used you can't use it again until you finish a long rest.
Plunge into Darkness
Starting at 14th level, you gain the ability to plunge a massive area of the battle field into darkness, blinding all but those with the best vision and your allies. As an action you can choose a spot within 300 feet of you. Magical darkness seeps out of that spot out to a radius of 60 feet, you and up to 5 other creatures of your choice can see within this magical darkness as if it is bright light. Also you and any of the chosen creatures have half cover while within the darkness, you also do an additional 1d8 necrotic damage whenever you deal damage to a target within the darkness. Any light being created by a spell of 4th level or lower or by a nonmagical item is extinguished while in the darkness. As a bonus action, you can move the darkness up to 60 ft..The darkness lasts up to 1 minute, or ends early if you drop it as a free action, fall unconscious, or die.
Once you've used this feature you can't use it again until you finish a long rest.
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