Base Class: Warlock
In the realm of forbidden arts and unspeakable rituals, Dark Shamans are characters that intend to use those powers to benefit them, and benefit those who they see fit. Unlike their benevolent counterparts, these dark practitioners delve into the twisted energies of the shadow realm, drawing power from malevolent spirits and unsavory forces that lurk in the corners of reality. They usually can be hired for money, either for good or evil. Because of this behavior, these people are beginning to spread around the realm hired by people looking for their expertise.
Ritual Caster
Within a dim-lit chamber, the Malevolent Shaman conducts rituals veiled in sinister energies. Clad in dark vestments adorned with ominous symbols, they chant in guttural tones, inviting malevolent entities hungry for mortal souls. The ritual's crescendo weaves shadows into an arcane sigil, sealing a sinister pact.
Create Poison
Once every short rest, you can turn your spit into poison and coat your weapon with it. It grants an extra 1d4 poison damage to the weapon that last until the next short rest.
Fiendish Friend
Starting at 6th level, you can call on a mischievous imp that you can send to gather resources with 80% success rate (discuss with your DM), or to aid you in combat. The imp is impervious to all kinds of damage, but can't take action for 1 turn if it is attacked. The imp can only take the move, help, shove, and dash action.
Mystical Enhancements
Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.
Curse of Nails
Starting at 14th level, You gain the ritual spell "Curse of Nails". this spell deals 10d10 necrotic damage to a creature of your choosing each day. You don't have to see the target and it has unlimited range as long as you are in the same plane, but you have to know what they look like. The damage is doubled if you have a personal possession of the target such as lock of hair, favorite toy, or anything regarded as personal objects (discuss with your DM about the object). The effect stops if you change the target, or you fell unconscious.
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