Warlock
Base Class: Warlock

They go by many names. The Dread Five. The Dwellers of the Night. Noctis Incolis. These five eldritch beings live in a space beyond the cosmology of the multiverse known as The Elsewhere, embodying abstract concepts such as Fear and Rage. Warlocks who entreat these beings feed a desire for chaos in myriad forms, and will receive gifts to help place the mark of Noctis Incolis into the Material and beyond.

Level 3: Noctis Incolis Spells

The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Noctis Incolis Spells table, you thereafter always have the listed spells prepared.

Noctis Incolis Spells
Warlock Level Spells
3 Blindness/Deafness, Burning Hands, Darkness, Hellish Rebuke
5 Fear, Hypnotic Pattern
7 Mordenkainen's Faithful Hound, Arcane Eye
9 Cloudkill, Raise Dead

Level 3: Gifts of Noctis Incolis

You gain a boon from your patrons. Whenever you finish a Short or Long Rest, you gain one of the following features of your choice. The benefit lasts until the end of your next Short or Long Rest. 

The Flame

While you aren’t wearing armor, your base Armor Class equals 13 plus your Charisma modifier.

The Hound

You have advantage on Insight and Perception checks.

The Puppet

You have advantage on saving throws against being charmed or frightened.

The Reaper

You have resistance to Poison damage and advantage on saving throws to avoid or end the poisoned condition.

The Shadow

You can see normally in magical and nonmagical darkness.

Level 3: Mark of Noctis Incolis

You learn to brand someone you deem deserving of your patrons' wrath. When you cast Hex using a warlock spell slot, it does not require concentration.

Level 6: Power of Noctis Incolis

Your patrons grant additional boons to the marks you instil on your victims. When you cast Hex on a creature using your Mark of Noctis Incolis feature, you can choose to add one of the following benefits to it.

This benefit lasts until you are incapacitated or until you use your Mark of Noctis Incolis feature again.

 

The Flame

Once per turn, when you hit a Marked creature with an attack roll, you can turn it into a critical hit. However, if you are hit with an attack roll before the start of your next turn, it is treated as a critical hit.

The Hound

When you cast your Hex, you may choose one additional ability that the creature has disadvantage on ability checks with, but you also gain disadvantage on ability checks made with that ability.

The Puppet

Once per turn, when you deal damage to a Marked creature, you can force them to make a Wisdom saving throw against your Warlock Spell Save DC. On a failure, they are frightened of you until the start of your next turn. On a successful save, they take 1d6 additional Psychic damage from your Mark.

The Reaper

Your Hex ignores resistance or immunity to Necrotic damage.

The Shadow

Once per turn, when you deal damage to a Marked creature, you can force them to make a Constitution saving throw against your Warlock Spell Save DC. On a failure, they are blinded until the start of your next turn. On a successful save, they take 1d6 additional Necrotic damage from your Mark.

Level 10: Hunger of Noctis Incolis

Your patrons have gifted you protection, as well as a direct way to send souls to their domain. You gain immunity to one of the following conditions: Blinded, charmed, frightened or poisoned.

Additionally, as a reaction when you reduce a creature to 0 hit points, you can send their soul to your patrons in The Elsewhere. If you do so, the target cannot be revived by any means short of the Wish spell. You immediately gain temporary hit points equal to 1d10 + your Warlock level + your Charisma modifier and regain one expended Warlock spell slot.

Once you use this gain the benefits of reducing a creature to 0 hit points, you cannot do so again until you finish a Short Rest.

Blinded

You gain immunity to the blinded condition.

Charmed

You gain immunity to the charmed condition.

Frightened

You gain immunity to the frightened condition.

Poisoned

You gain immunity to the poisoned condition.

Level 14: Child of Noctis Incolis

Your link to Noctis Incolis is strong enough for you to physically embody them. When you Mark a creature with your Mark of Noctis Incolis, you can grant the Mark two benefits instead of one.

Additionally, when you cast Hex with your Mark of Noctis Incolis feature, you can undergo a transformation into the Child of Noctis Incolis (no action required), embodying their eldritch nature from The Elsewhere itself. This transformation lasts for 1 minute, or until you are incapacitated, and you gain the following benefits while transformed:

Eldritch Conduit. When you reduce a Marked creature to 0 hit points, you can use a reaction to move your Hex rather than a bonus action.

Versatile Entity. When you move your Mark to a new creature, you can change one of your Mark's benefits.

Aura of The Elsewhere. Hints of Noctis Incolis' nature swirl around you in a 10 ft. radius emanation, originating from you. Whenever a creature enters that area, they take 1d8 of a damage type of your choice from the following list: Necrotic, psychic, fire, slashing or poison.

Once you use this feature, you cannot use it again until you finish a Long Rest.

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