Base Class: Warlock
The Dread Wolf patron, an anthropomorphic Eurasian wolf with void-black fur, embodies logical pessimism, anxiety, and dread. Its form shifts between solidity and an oily, goo-like state. As a warlock of the Dread Wolf, you channel the chaos and dread of your patron into your spells and abilities, navigating the world with a blend of terror and power, driven by your connection to this enigmatic figure.
Expanded Spell List
The Dread Wolf 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.
Dread Wolf Expanded Spells
| Spell Level | Spells |
|---|---|
|
1st |
|
|
2nd |
|
|
3rd |
Fear, [Tooltip Not Found] |
|
4th |
|
|
5th |
Shared Power, Shared Body
At 1st level, you gain the ability to summon ephemeral, oily tendrils that represent your bond with the Dread Wolf. As an action, you can conjure a spectral glob of shadowy sludge, which seeps from shaded areas of your body and moves to target an enemy within 10 feet. You can summon up to two globs at a time, which act as your Pact Companions.
-
Pact Companions: The glob can move up to 20 feet and attempts to grapple the target (your spell attack modifier vs. target’s Strength or Dexterity saving throw, target’s choice).
-
Holding Fear: If the glob successfully grapples a creature, it remains latched onto the target until you dismiss it or the target succeeds on a contested check to break free. If the creature is grappled for an entire round, it must make a Wisdom saving throw (DC = your spell save DC) or become Frightened for 1 minute. A frightened creature can repeat the save at the end of each of its turns, ending the condition on a success.
You may use this feature a number of times equal to your Charisma modifier per long rest.
Blur: As part of your pact with the Dread Wolf, you can cast Blur without expending a spell slot twice per long rest, representing your ability to meld with shadows. This increases to four times per long rest at 6th level, six times at 10th level, eight times at 14th level, and, at 17th level, you gain 15 charges of Blur. At 20th level, you can cast Blur at will.
Dreadful Focus
Your patron has found you worthy of their full power, and grant you the ability to harness their pure essence. During the duration, your body is covered with an oily black substance and your mind becomes directly linked with your patron and the dangers in front of you become clear and predictable. Nothing will stop you from succeeding. The feeling of pure clarity and the knowledge that you will cause their end fills you with a maniacal joy.
As a bonus action, you can activate this feature for 1 minute. While it is active:
- You take 1 Strength damage each time you’re hit by an attack, instead of taking any physical damage. If an attack would deal only necrotic, you take that damage as normal. You fall unconscious if your Strength score drops to 2 or lower, ending this feature immediately.
- While this feature is active, you laugh maniacally and uncontrollably (unable to use verbal components), and are unable to take any non-hostile actions (you may only take attack actions or cast hostile spells).
- You don’t require components or spell slots to cast spells granted by your patron’s spell list during the effect.
Recovery: After ending this feature, you recover half of your lost Strength after a short rest, and fully recover after a long rest.
Psychic Unease
Your patron’s essence spreads unease, clouding the minds of any creature touched by you or the oily sludge you summon. When you or a summoned sludge make physical contact with a creature, you can use your reaction to force that creature to make a Wisdom saving throw against your spell save DC.
-
On a failed save: The target takes psychic damage equal to half your warlock level and gains disadvantage on all d20 rolls for 2d20 minutes, or until a calming spell (such as Calm Emotions or Greater Restoration) ends the effect.
-
On a successful save: The target becomes frightened until the end of its next turn and cannot make attacks against creatures that have attacked it within the last round.
You may use this feature a number of times equal to your proficiency bonus, regaining all uses after a long rest.
Essence of the Dread Wolf
Your bond with the Dread Wolf allows you to channel their essence directly into the battlefield. As an action, you can activate the Essence of the Dread Wolf, causing oily black tentacles to emerge from your body and writhe in a 30-foot radius. For the next minute, these spectral tendrils extend from you, latching onto enemies and spreading dread wherever they touch.
While Essence of the Dread Wolf is active:
-
Tentacles of Terror: At the start of each of your turns, spectral tentacles lash out to grasp any enemies of your choice within 10 feet. Each targeted creature must make a Strength saving throw against your spell save DC. On a failure, the creature takes 2d8 psychic damage and is restrained until the start of your next turn. A restrained creature can repeat the saving throw at the end of its turn, ending the effect on a success.
-
Aura of Dread: Creatures within a 30-foot radius of you must make a Wisdom saving throw against your spell save DC when they first enter this area or start their turn there. On a failed save, they are frightened for the duration. A creature frightened in this way can’t willingly move closer to you, and if it ends its turn within 15 feet of you, it suffers an additional 1d10 psychic damage as it is overwhelmed by visions of its own demise. Frightened creatures may repeat this saving throw at the end of each of their turns, ending the effect on a success.
-
Embodying Fear: While Essence of the Dread Wolf is active, you gain resistance to all damage except psychic and necrotic. Additionally, frightened creatures have disadvantage on saving throws against your spells and other abilities while they remain within 30 feet of you.
You can use this feature once per short rest.
Comments