Warlock
Base Class: Warlock

The Erased is a patron that strives to have themselves erased from history. Whether the patron is fiend, fey, celestial, primordial, or something else entirely, one thing remains constant; their desire for anonymity. Followers themselves often aren't aware of the existence of their own patron, re-introducing themselves every time something is needed of them, only for the memory of them to go missing upon completion of their task. This could be for any number of reasons; it could be a test of loyalty of their acolytes, rewarding those who keep a blind following, or maybe they seek to sow destruction and chaos, and find it easier to do from the shadows. It could be as a result of a deep regret leading them to want to be forgotten, or perhaps it could even be a way to avoid detection from an entity far greater than itself, in self-preservation. The abilities given to their devotees are often useful to sticking in the shadows. Remaining unseen, unremarkable, and, as a last resort, erased. 

Your reason for a contract might be one of mutual goals. A rough past has led you to dark places of your mind, wishing you could just be erased from history, and the patron, in an act of compassion, offered their aid in exchange for the ability to call on you in their time of need. It could also be the result of deception, pretending to be a different patron, or even a deity, taking your devotion to benevolent forces and twisting it into furtherance of a much more sinister and dark purpose.

Expanded Spell List

Spell Level Spells

1st

silent image, charm person

2nd

pass without trace, invisibility

3rd

blink, hypnotic pattern

4th

dimension door, phantasmal killer

5th

seeming, modify memory

Fade to Obscurity

At 1st level, you gain the ability to become uncannily unremarkable. Every detail about you is shrouded in an air of forgettability. Upon walking away from a social interaction, you can use your reaction to call upon your patron to erase yourself from the memory of others.

The target must succeed a Wisdom saving throw, otherwise forget any interaction with the user from the past 24 hours, short of a considerably notable interaction (at DM discretion). If you first met this person within that time period, this person may find you familiar, but cannot figure out why.

This feature can be used a number of times equal to your proficiency bonus. All expended uses are regained upon completion of a long rest.

Veiled Influence

At 6th level, your patron grants you some of their mind-bending ability, as you are able to seemingly very convincingly sway another's decisions, without uttering a word.

As an action, you are able to cast Suggestion without expending a spell slot. Additionally, this does not require any verbal component, as your suggestion's phrasing is transmitted directly into their mind through your patron's influence. Creatures immune to being Charmed are not affected by this spell.

This feature can only be used once per long rest.

Shadow Sneak

At 6th level, you've come to call the shadows your home, as they welcome you warmly as one of their own.

You gain advantage on stealth checks. Additionally, you can take the Hide action as a bonus action on each of your turns.

Psionic Strikes

At 10th level, your patron imbues your spells with a powerful psychic energy, flooding enemies with a barrage of overwhelming thoughts. 

The first time you would deal damage to a creature using a spell attack on your turn, you may use your reaction to add 1d8 psychic damage. If the target is in dim light, they must also succeed on a Wisdom saving throw, or be frightened until the start of your next turn. On a successful saving throw, the fear does not take hold of the creature.

The damage dealt by this feature is increased to 2d8 at 14th level, and again to 3d8 at 18th level.

Shadowmeld Evasion

At 14th level, your mastery of the shadows can now manifest themselves as dark wispy strands in the form of a shadowy cloak, that also double as wings. You gain impressive control of the wings, even expertly using it within combat scenarios. An an action, you can summon these wings for 1 minute. While the wings are active:

  • You gain a flight speed of 60 feet, as shadows carry you, so long as you are not wearing heavy armor.
  • You have advantage on Dexterity saving throws, and attacks against you have disadvantage, as your form becomes far more elusive.
  • As a reaction, when a creature within 30 feet of you would make an attack against you, you can disappear into the shadow cloak, causing the attack to miss. Once you use this reaction, you cannot use it again until you finish a short or long rest.
  • When landing a spell attack, you can choose to double the amount of dice rolled for your Psionic Strikes. You can use this a number of times equal to your Charisma modifier (minimum of once), resetting on a long rest.

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

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