Base Class: Warlock
There is a reason, that man fears the dark. Things lurk in the shadows, things older than the first light, things which hide just outside your vision, things which stalk the edges of the flickering candlelight. That Which Stalks the Shadows, That Which Whispers in Madmens' ears, That Which Laughs its Evil Laugh. Yes, there is a reason, man fears the dark. But some, they gaze into the abyss, into the whispering dark, and it gazes at them, and they whisper back..
Eldritch Magic
The Whispering Dark grants you an expanded list of spells. The following spells are added to the warlock spell list at certain levels.
The Whispering Dark Granted Spells
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Blessing of The Whispering Dark
Starting at 1st level, as a bonus action, you may cause a target creature to hear maddening whispers. You target a number of creatures, within 50 ft., equal to or less than your proficiency modifier. the target creature(s) must make a wisdom saving throw, taking 1d6 psychic damage on a failed save. For every creature that is reduced to 0 hit points by this ability, you gain temporary hit points equal to your proficiency modifier. Can be used once per rest.
Maddening Shadows
Magical darkness spreads from a point you choose within 60 to fill a 30-foot-radius sphere until the ability ends (after five minutes or when dispelled). The darkness spreads around corners. A creature with darkvision can’t see through this darkness. Nonmagical light, as well as light created by spells of 7th level or lower, can't illuminate the area. Within the sphere, whispers and mad laughter can be heard. Whenever a creature starts its turn in the sphere, it must make a Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one.
Feature can be used once per rest.
Whispers From the Void
Starting at 10th level, you can use your action to unleash a barrage of psychic whispers from the void upon a creature within 60 feet of you that you can see. The creature must make a Wisdom saving throw against your warlock spell save DC. On a failed save, the creature takes 6d8 psychic damage and becomes frightened of you for 1 minute. On a successful save, the creature takes half as much damage and isn't frightened.
Additionally, while a creature is frightened of you, it has disadvantage on attack rolls and ability checks, and it can't willingly move closer to you.
You can use this feature a number of times equal to your proficiency modifier per short or long rest.
Cast Into The Darkness
Starting at 14th level, when you use this feature, your patron causes the target creature to fall through its own shadow into the depths of its own personal pocket dimension, where it is tortured. This pocket dimension consists of nothing at all except for shadow. The target stays in this this dimension until the end of its next turn, at which point it emerges, prone, from the point where it fell. When the creature emerges, it takes 10d8 magical slashing or psychic damage, for the purposes of overcoming resistance to non magical damages.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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