Warlock
Base Class: Warlock

Your patron is a ruler of fear, a trickster god, or some sort of powerful hag, which wishes for you to bring terror to those around you. Your power comes from the autumn, as everything withers, but that does not mean you have to be so pessimistic. Many people still find joy, even as days grow shorter, and the wilderness begins to frost. Scaring does not always equal causing harm, after all.

Expanded Spell List

The Haunt 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.

Haunt Expanded Spells
Spell Level Spells

1st

bane, cause fear

2nd

healing spirit, silence

3rd

bestow curse, vampiric touch

4th

confusion, greater invisibility

5th

antilife shell, modify memory

Phobophobia

Starting at 1st level, anytime you cast a spell or use a feature that would cause the frightened condition, you can impose disadvantage on the saving throw for an amount of creatures equal to your proficiency bonus. Additionally, if there would be a limit on which creatures would be effected, such as not effecting constructs or undead, or the creature having immunity to the frightened condition, you ignore it.

Midnight Horrors

Starting at 6th level, when you create terror within another, you reveal them for the coward they are. When making a successful attack against a frightened creature, you deal additional necrotic damage equal to 1d8 + half your warlock level (rounded down). Additionally, the creature you hit has disadvantage on saving throws to remove the frightened condition until the end of its next turn.

Stress Response

Starting at 10th level, when you inflict the frightened condition on one or more creatures, you can impose a curse upon all of them. This curse lasts until a creature casts remove curse on them, or until their frightened condition is removed. Roll 1d4, and apply one of the following effects based on the result:

1d4 Curse Effect

1

Fight. The frightened creature(s) have disadvantage on attack rolls when targeting creatures other than you.

2

Flight. The frightened creature(s) immediately use their reaction, if able, to move 15 feet away from you.

3

Freeze. At the beginning of their turns, after making any saving throw to remove the frightened condition, each frightened creature must succeed a Wisdom saving throw against your Spell Save DC. On a failed save, their movement speed becomes 0 until the end of their turn. On a successful save, their movement speed is halved until the end of their turn.

4

Fawn. The frightened creature(s) have disadvantage on Intelligence, Wisdom, and Charisma saving throws.


You can use this feature an amount of times equal to your proficiency bonus. You regain expended uses of this feature after a short or long rest.

Hallow Tricks

Starting at 14th level, when a creature frightened by you makes a saving throw, you can impose disadvantage on the saving throw. You can use this feature an amount of times equal to your proficiency bonus. You regain expended uses after a short or long rest.

Additionally, when you or your allies make an attack roll against a creature frightened by you, the attack scores a critical hit on a roll of 19 or 20.

 

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