Base Class: Warlock
The Umbragen discovered The Dark not long after their descent into Khyber, to flee the collapse of the Giants. For many generations Umbragen would speak of living shadow that creeped along the cave walls, only truly visible in full light, to which it will not yield. The Dark, as it came to be known, was long feared and shunned by the Umbragen, as many still do today. It was said to enter the minds of it's victims while they slept, turn all their dreams to nightmares, and break their minds; others disappeared entirely, to what ends none can know. Some have begun seeking the darkness though and the gifts it can bestow. Few return from such folly, fewer still remain sane enough to give any sort of account of their experiences. Still, what wonders could someone perform with The Dark at their disposal?
Expanded Spell List
1st-level Dark feature
The Dark 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.
Fathomless Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | Arms of Hadar, Inflict Wounds |
| 2nd | Darkness, Silence |
| 3rd | Animate Dead, Slow |
| 4th | Black Tentacles, Greater Invisibility |
| 5th | Enervation, Seeming |
The Darkest Shadows
1st-level Dark feature
You can magically summon a shadow whip that strikes at your foes. As a bonus action, you create a 10-foot-long tentacle at a point you can see within 60 feet of you. The tentacle lasts for 1 minute or until you use this feature to create another tentacle.
When you create the tentacle, you can make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes 1d8 necrotic damage, and its speed is reduced by 10 feet until the start of your next turn. When you reach 10th level in this class, the damage increases to 2d8.
As a bonus action on your turn, you can move the tentacle up to 30 feet and repeat the attack. You can summon the tentacle a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Gift of the Dark
1st-level Dark feature
You may use your Charisma modifier to determine AC in place of Dexterity.
Soul of Darkness
6th-level Dark feature
You gain resistance to radiant damage. In addition, when you are in total darkness you are invisible and able to use a bonus action to teleport yourself up to 120' to another area of darkness that you can see. You can use this bonus action a number of times equal to your proficiency bonus per long rest.
Improved Whip of Darkness
6th-level Dark feature
Your Shadow Whip can defend you and others, interposing itself between them and harm. When you or a creature you can see takes damage while within 10 feet of the whip, you can use your reaction to choose one of those creatures and reduce the damage to that creature by 1d8. When you reach 10th level in this class, the damage reduced by the whip increases to 2d8.
Shadow Guardian
10th-level Dark feature
You learn the spell Summon Shadowspawn. It counts as a warlock spell for you, but it doesn’t count against the number of spells you know. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a short rest.
Whenever you cast this spell, your patron’s magic bolsters you, granting you a number of temporary hit points equal to your warlock level. Moreover, damage can’t break your concentration on this spell.
One with The Dark
14th-level The Dark feature
You can magically open temporary conduits to shadowy destinations. As an action, you can teleport yourself and up to five other willing creatures that you can see within 30 feet of you. Amid a whirl of darkness, you all vanish and then reappear up to 1 mile away in a shadow or area of darkness you’ve seen before or within 30 feet of it, each of you appearing in an unoccupied space within 30 feet of the others.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Comments