Warlock
Base Class: Warlock

The Lord of Shadows, is the patron of shadows and thieves. He is associated with thieves or those of otherwise ill-repute. He is a patron from the Shadow Keep in the Plane of Shadow, whose portfolio includes shadows, thievery, thieves, and also intrigue. The patron's symbol is a black velvet mask tinged with red.

Expanded Spell List

The Shadow Lord 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.

Fiend Expanded Spells
Spell Level Spells

1st

charm person, disguise self

2nd

mirror image, pass without trace

3rd

blink, dispel magic

4th

dimension door, polymorph

5th

dominate person, modify memory

Shadow Servant

Starting at 1st level, you gain the service of a familiar sent by the Shadow Lord to assist you in your endeavors. The familiar assumes the form and game statistics of a Living Shadow, and it always obeys your commands, which you can give telepathically while it is within 1 mile of you.

The Living Shadow can appear as a characters actual shadow or as a shadowy amorphous form.  While the Living Shadow is bonded to your character, you gain darkvision with a range of 60 feet and can sense what the living shade senses as long as they are within 1 mile of each other. While the living shadow is within 10 feet of its master, the master shares the living shadow’s Shadow Stealth trait.

The Living Shadow doesn’t require sleep. While it is within 100 feet of you, it can
awaken you from sleep as a bonus action.

The Living Shadow vanishes when it dies, if you die, or if the two of you are separated by more than 5 miles.

The Living Shadow can be re-summoned using a ritual which has a casting time of 10min.

Shadow Step

At 6th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feel to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.

Dark Constitution

At 10th level, your Patron has inured you to the extremes of temperature; you are a creature of darkness who does not feel the cold, and an inner chill protects you from the heat. You have resistance to cold and fire damage. (Note that this means that your character will automatically succeed at Constitution checks to survive extreme cold and heat.)

Shadow Trap

At 14h level, you've learned how to trap creatures in shadows. As an action, you may force a creature in dim light or darkness that you can see to make a Dexterity saving throw (DC is your Spell Save DC). A creature that fails is grappled by the shadows for 1 minute as they sink into the shadow. At the start of the trapped creature's turn, it may make an Strength (Athletics) or Dexterity (Acrobatics) check to get out of the grapple.

You may use this feature once per short or long rest.

The Shadow Lord Image

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