Base Class: Warlock
You've entered into pact with Karma, the ascended goddess of the vengeance, murder, outlaws, and shadows. While her domain is that of darkness, Karma is a generous goddess who shares her gifts freely and encourages self-expression and exploration. As you grow, she grants you many abilities that you may choose from.
Express Yourself
Your pact with Karma involves exchanging your hearing, sight, or voice in order to gain access to her power and further your ability to express yourself.
At 1st level, you sacrifice one of these, and then you can choose a permanent alteration to your appearance. This alteration can change your height and weight but not outside of the size boundaries of your race. You also gain fluency in Shadow Tongue and CSL (Common Sign Language).
Birds of a Feather
At 1st level, warlocks of Karma are gifted with an aspect of one of her divine corvid familiars, Poe, who takes the form of a crow. Once per long rest, you have the ability to cast Find Familiar as a ritual in order to summon the Shadow of Poe. This aspect of Karma's great familiar has the same features as a familiar with improved abilities and stats. The range for telepathically communicating and sharing senses with this special familiar increases to 1000 feet. At 3rd level, Shadow of Poe gains additional abilities to aid you depending on which warlock pact boon you choose.
Shadow of Poe
Tiny Celestial, Unaligned
The Shadow of Poe is an aspect of Poe, one of Karma's divine familiars that takes the form of a corvid. This aspect is gifted to Karma's warlocks when they choose to use their warlock pacts to connect directly with her.
Armor Class 14 Natural
Hit Points 5 (1d4 + 2) Per warlock level.
Increases to 7 (1d8+2) if "Pact of the Chain" is chosen.
Speed 10 ft., fly 60 ft. 75 at warlock level 12
STR 4 (-3) DEX 17 (+3) CON 10 (+0)
INT 17 (+3) WIS 14 (+2) CHA 8 (-1)
Saving Throws DEX +7, INT +5
Skills Perception +7, Stealth +9
Senses Darkvision Up to 120 ft., Passive Perception 16
Languages Celestial Understands but can't speak. Understands Celestial, and all languages its warlock knows, but cannot speak outside of mimicry.
Challenge 2 (450 XP)
Proficiency Bonus +2
Special Features
Advanced Mimicry. Shadow of Poe can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. It can also mimic complex sounds like songs and 120 seconds of a conversation. A creature that hears the sounds can tell they are imitations with a successful DC 15 Wisdom (Insight) check.
Higher Magic. Its warlock can dispel it (no action required). Shadow of Poe can dispel itself as an action when ordered by its warlock, and it is dispelled if it reaches 0 hitpoints or its warlock dies. Otherwise, only a level 8 or higher Dispel Magic, the Wish spell, or a similarly powerful spell or effect can dispel it.
Shadow Skulker. In dim light, Shadow of Poe has advantage on Dexterity (Stealth) checks. In darkness, it is also invisible, even to those with darkvision. Creatures with Devil Sight are unaffected by this.
Actions
Perch. As an action, Shadow of Poe can perch on the shoulder of its warlock, granting them a bonus to Intelligence (Religion) checks to communicate with or request aid from Karma. While perched, the crow cannot be targeted for weapon or spell attacks and is immune to all damage and status effects. However, it cannot move, take actions, or take reactions. Being perched grants its warlock additional abilities based on their pact boon.
Multiattack. Shadow of Poe makes two attacks, one wirh its beak and one with its talons.
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 7 (1d6 + 3) [piercing] damage.
Bonus to attack increases if "Pact of the Chain" is chosen.
Increases to 1d8+3 when warlock reaches level 12.
Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 6 (1d4+3) [slashing] damage.
Bonus to attack increases if "Pact of the Chain" is chosen.
Increases to 2d4 when warlock reaches level 12
Bonus Actions
Call of Murder. As a bonus action, Shadow of Poe can burst into a swarming flock of crows in a 10 foot radius sphere centered on its warlock that moves with the warlock. It cannot take actions (besides dispelling itself) or bonus actions. While in this form, its warlock has a +1 to AC, and as a reaction, it can impose disadvantage on an attack on any creature within its flock radius. This form grants its warlock additional abilities based on their pact boon. This feature can be used twice per long rest (3 times at warlock level 12) and lasts a minute.
Reactions
Defending Flock. As a reaction, while in its Call of Murder form, the Shadow of Poe can impose disadvantage on a spell or weapon attack within its swarm radius.
Crow of the Blade
At 3rd level, if you choose the pact boon Pact of the Blade, Shadow of Poe gains the following benefits:
- While perched, attacks using your pact weapon gain a +1 bonus to attack and damage rolls
- When in its Call of Murder flock, a creature hit by an attack from your pact weapon must make a Dexterity saving throw or take 2d4 force damage (2d6 at level 5, 2d8 at level 11, and 2d10 at level 17) and be pushed back 10 feet. On a successful save, the target takes half damage and is not pushed.
- If you dispel the crow (no action required), its power is channeled into your pact weapon. For a number of rounds equal to half your charisma modifier, rounded up, attacks with your pact weapon do an additional 2d4 force damage (2d6 at level 5, 2d8 at level 11, and 2d10 at level 17) and you can make an additional attack as a bonus action.
Crow of the Chain
At 3rd level, if you choose the pact boon "Pact of the Chain", Shadow of Poe gains the following benefits:
- Shadow of Poe's attacks are considered magical for the purpose of overcoming resistances and immunities to nonmagical bludgeoning, piercing, and slashing damage
- The maximum hitpoints of the crow increase by a number of d6 rolls equal to your warlock level
- When Shadow of Poe in its "Call of Murder" flock, you gain a flying speed equal to your walking speed and the radius of the flock is increased by 5 feet.
Crow of the Talisman
At 3rd level, if you choose the pact boon Pact of the Talisman, Shadow of Poe gains the following benefits:
- While perched, the bonus from pact of the talisman increases by a number equal to your Charisma modifier and can the bonus can be added to your attack rolls and saving throws.
- When in its Call of Murder flock, a number of creatures equal to your Charisma modifier gain a bonus to ability checks equal to your Charisma modifier.
- If you dispel Shadow of Poe (no action required), a temporary talisman with standard benefits is created that lasts a number of rounds equal to half your charisma modifier, rounded up, that can be given to any creature in a 30 foot radius that you can see who doesn't already have one of your talismans.
Crow of the Tome
At 3rd level, if you choose the pact boon Pact of the Tome, Shadow of Poe gains the following benefits:
- While perched, Shadow of Poe can cast spells in your Book of Shadows as a bonus action, but can't use spells with a range of touch unless you are the target.
- When in its "Call of Murder" flock, your spell save DC for warlock spells increases by a number equal to half your Charisma modifier, rounded down, for targets within its swarm. In addition, you gain the same bonus to attack and damage rolls for spell attacks as birds from the swarm crash into the target.
- If you dispel the swarm using the Shadow of Poe's action, you can regain a lost pact slot.
Whispers in the Dark
At 6th level, you gain access to a portion of the power granted by Karma's domain, granting you Darkvision to a range of 60 feet and giving you access to some of the psionic abilities she had as a mortal and as a divine being while in dim light and darkness.
You can place a psychic mark on a number of willing creatures up to your proficiency bonus + half your Charisma modifier, rounded down, using an hour long ritual. This mark lasts until they die, you die, or you remove it (no action required).
A marked creature can enter an area of dim light and send a telepathic phrase up to 25 words long that can be responded to by you (each creature in this conversation can use two 25-word phrases before the connection ends). In darkness, there is no word or phrase limit. Marked creatures can use this ability once per long rest.
You can also send telepathic phrases to those you've marked using the same rules but you can use this feature a number of times equal to your proficiency bonus per short or long rest.
This feature also grants additional benefits based on your pact boon.
Mind of the Blade
If you've chosen the pact boon Pact of the Blade, this feature grants you the following benefits:
- In dim light, you have advantage on attacks against frightened creatures when using your pact weapon. In darkness, frightened creatures you hit with your pact weapon also take additional psychic damage equal to your charisma modifier
- Once per turn, when you attack a creature with your pact weapon, you can use your bonus action to cause your shadows to lash out at the target. They must make an Intelligence saving throw or take 2d6 psychic damage (increases to 2d8 at 11th level, and 2d10 at 17th level) and be frightened of you until the end of your next turn. On a successful save they take half damage and are not frightened. Creatures in dim light or darkness have disadvantage on the saving throw. This feature can be used a number of times equal to your proficiency bonus.
Mind of the Chain
If you've chosen the pact boon Pact of the Chain, this feature grants you the following benefits:
- When Shadow of Poe uses its reaction to use Defensive Flock, the attacking creature must make an Intelligence saving throw or have their mind twisted by illusions. On a failed save, the creature takes psychic damage equal to your Charisma modifier and attacks on them are made with advantage while they remain in the swarm until the end of your next turn. On a successful save they take half damage and have no ill effects.
- If this feature is used in darkness, the attacking creature has disadvantage on the saving throw.
- If the attacking creature fails the saving throw in darkness, they have disadvantage on ability checks.
- While Shadow of Poe is perched, you gain a bonus to saving throws against being charmed, frightened, possessed, or otherwise having your thoughts read or tampered with. The bonus is equal to your Charisma modifier. In dim light or darkness, you also have advantage on the saving throw.
Mind of the Talisman
If you've chosen the pact boon Pact of the Talisman, this feature grants you the following benefits:
- When using your talisman to add 1d4 to a roll, you gain a +1 bonus to the roll for every marked creature within 15 feet of you.
- Marked creatures in dim light that you can see or hear may use gain the standard benefit of your talisman a number of times equal to your proficiency bonus per long rest.
- Marked creatures within 5 miles of you that are in dim light or darkness may use the standard benefit of your talisman even if you can't see or hear them. They can each do this a number of times equal to half your Charisma modifier, rounded down, per long rest.
Mind of the Tome
If you've chosen the pact boon Pact of the Tome, this feature grants you the following benefits:
- Your Book of Shadows gains the Message cantrip, which counts as a warlock spell for you and does not count against the number of cantrips known in your Book of Shadows.
- When holding your Book of Shadows, you can cast Message without verbal or somatic components a number of times equal to your proficiency bonus per short or long rest.
- While holding your Book of Shadows in dim light or darkness, you can change the damage type of a warlock spell to psychic damage. This feature can be used twice per short or long rest.
Freedom of Choice
At 10th level, Karma has rewarded you for your growth in your magical journey. You gain one additional pact boon that you haven't chosen yet. You also gain the abilities that the pact boon grants to your Birds of a Feather and Whispers in the Dark features. In addition to this, you may choose an additional Eldritch Invocation that doesn't count against the amount of invocations known to you.
Pact of the Blade
- You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
- You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest.
- You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
Pact of the Chain
- You learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known.
- When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.
- Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack with its reaction.
Pact of the Talisman
- Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
- If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die.
Pact of the Tome
- Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list (the three needn't be from the same list). While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. If they don't appear on the warlock spell list, they are nonetheless warlock spells for you.
- If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.
- Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list (the three needn't be from the same list). While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. If they don't appear on the warlock spell list, they are nonetheless warlock spells for you.
If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.
Share Your Blessings
At 14th level, your devotion and connection to Karma has become as strong as it can be for a living creature. You've gained the knowledge and power necessary to give your blessings freely, as she does. At this stage as one of her warlocks, you may choose how you’ll complete your journey as a follower of the dark goddess.
Flock of Darkness
Your devotion to your patron and her tenants has cemented your status as a member of her flock. Upon your death, you've gained the option to become one of her black birds, powerful celestials who take the form of corvids, like Poe. And while you live, you gain some of the powers of a member of Karma’s flock.
As a bonus action, you may expend a pact slot to transform into a corvid reminiscent of the Shadow of Poe. This form as the following rules:
- You enter this form with an amount of hitpoints equal to your current hitpoint maximum. If you choose to end this form on your turn (no action required), reach 0 hitpoints, or are otherwise forced from the form, you return with the same amount of hitpoints you had before taking the form.
- You share the same features and actions but retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies as well as your armor class.
This form also grants the following benefits:
- If you perch on a creatures shoulder as an action, they gain the abilities of a perched warlock of Karma using one of your pact boons (besides Pact of the Chain). They must choose a melee weapon, a trinket/token, or an arcane focus to act as their temporary pact weapon, talisman, or Book of Shadows.
- While you are perched on a creature, your Shadow of Poe can use its Call of Murder ability with the perched creature being treated as its warlock, granting them the abilities it would normally grant you (besides those given when you dispel it).
Karmic Psyche
You're connection to and understanding of Karma's mind has caused you to become a pseduo member of her clan. From now on, all of your future reincarnations and offspring have the chance to have a psychic connection to the goddess. This also gives you the following benefits:
- Abilities granted by your Whispers in the Dark feature whose activation/effects require dim lighting can be used in any lighting besides magical light, and abilities that specify their activation/effects require darkness can be used in dim light.
- Once per long rest, you can choose one of your marked creatures to be treated as a warlock of Karma at their current character level in order to gain the abilities granted by your Whispers in the Dark feature. They must choose a melee weapon, a trinket/token, or an arcane focus to act as their temporary pact weapon, talisman, or Book of Shadows.
- Abilities granted that specify a marked creature for its effects now count you as one of the marked creatures.
Previous Versions
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6/17/2024 11:21:04 PM
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