Warlock
Base Class: Warlock

Your patron is the Shadow, a being compromised of pure shadow and light. They have mastery over illusion and shadow and are known to be able to manipulate the weave in unusual ways. They will do not ask for your soul but rather ask of your service. They will often task their followers with retrieving knowledge or objects of magical significance. They seek magic to add to their knowledge and power. They're motives are unclear but always calculated and carefully put together. In exchange for services they will grant their warlocks power over light, illusion, and shadow.

Expanded Spell List

The Shadow 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.

Great Old One Expanded Spells
Spell Level Spells

1st

color spray, chromatic orb

2nd

invisibility, darkness

3rd

phantom steed, hypnotic pattern

4th

greater invisibility, faithful hound

5th

mislead, scrying

Everwatching Gaze

Starting at 1st level, your power over the light allows you to focus on into your eyes. You have darkvison and can see 120 feet in non-magical darkness and 15 feet in magical darkness as if they were dim light. While in magical darkness you have disadvantage on perception checks involving sight. You also know if their is an invisible creature within 30 feet of you, but not where they are.

Blind Retribution

At 6th level, you are able to harness the power of darkness and shadows to steal the light out of your enemies eyes and add it to your own power. When you take damage you can use your reaction to inflict the blindness effect on the creature that damages, until the start of your next turn. You also regain 1d6 hit points. 

Once you use this feature, you can't use it again until you finish a long or short rest.

Shadow Walker

At 10th level, you gain the ability to turn into pure darkness and travel through shadows. As an action when you are standing in a shadow you can merge into it to travel to another shadow that you can see or visualize within 1000 feet of you. On the start of your next turn you appear at the location you chose and all hostile creatures within 30 feet of you are frightened. You also have advantage on all attack rolls you make on that turn.

You must take a short or long rest before using this feature again.

Call From the Dark

At 14th level you have mastery over shadow and light. You gain the power to open a rift to the Shadowfell in a 30ft radius around the shadow of any object or creature within 50 feet of you, the rift remains until the starts of your next turn. Any creature that you choose, of size large or smaller, that starts it's turn in the pool must make a charisma saving throw or be banished to the Shadowfell.

On its turn the banished creature must make a charisma saving throw. Upon success, or after 10 minutes, the creature returns to the space it left, or the nearest unoccupied space if that space is occupied, takes 12d8 necrotic damage, and becomes frightened. If the creature is native to the Shadowfell it automatically fails the saves and is permanently banished.

You can't use this feature until the next Dusk.

Previous Versions

Name Date Modified Views Adds Version Actions
11/16/2023 9:51:35 PM
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11/21/2023 4:18:21 PM
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