Warlock
Base Class: Warlock

You have made a pact with the vast emptiness that surrounds the realm with ever-creeping tendrils that reach into all places void of light and life.  While not evil, the void seeks to consume all.  It has no emotion or hatred for life, but only wishes to slither into all corners of the universe and bring the universe to an end if only to reset life, cleanse all corruption, and return the universe to an inert state.  It employs the assistance of those who share the wish to lay the world to rest.  The pact made is not with a physical being, but the endless void that surrounds the realm.  It grants to power of nothingness and senselessness.

Senseless

When you take this subclass at 3rd level, you gain a fraction of the power needed to mimic the void.  When a hostile creature ends its turn under any of your spells or magical effects (excluding the effects on the Senseless Table) that removes any of its senses, the creature must make a Charisma saving throw against your spell DC, on a failure, roll a d10. The number on the die correlates to another sense it loses shown by the Senseless table.  On a successful save, one of the additional effects is removed.

If a creature is no longer affected by the spell, one effect is removed in the order they were applied each round.  The creature can have no more than 3 effects from this table applied at any time.

If a duplicate is rolled or the creature is under a similar effect (such as rolling a 1 on the Senseless table upon successfully casting Blindness/Deafness), the creature gains your choice of effect.

Senseless

D10 EFFECT
1 The creature's sight dims as if looking down a tunnel.  The creature is blinded
2 The creature's body feels numb as the void seeps through to their core.  The creature cannot benefit from Tremorsense or Blindsight.
3 The creature's ears fill with an endless ringing and it is deafened.
4 The creature's mouth makes no sound as if screaming into the void and is silenced.
5 The creature feels the void sapping away at their physical form.  The creature has disadvantage on Strength and Constitution saving throws.
6 The creature feels the void wrap around their mind and slowing down their every thought.  The creature has disadvantage on Dexterity and Intelligence Checks saving throws.
7 The creature feels the void seep into their brain causing a fog.  The creature has disadvantage on Wisdom and Charisma saving throws.
8 The creature feels the void swirl around them like a thick liquid.  The creature cannot take reactions and has their movement speed reduced by 10ft.
9 The creature feels the void pushing and pulling their body invoking a sense of vertigo.  On it's next turn, if the creature moves, it falls prone at the end of its turn.
10 The creature sees the void in the corner of their vision as it creeps in.  The creature is frightened until the end of it's next turn.

 

Lightless

Beginning at 6th level, the void persists around you as you gain the ability to beckon others into it's depths.  You can cast Darkness without expending a spell slot a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

In addition, whenever you cast that spell, you can choose one of the following additional effects.

Freezing Darkness:  At the end of your turn, a creature of your choice within your Darkness spell takes (1d10 + your Charisma modifier) Cold damage.

Hindering Darkness: Your Darkness is considered Difficult Terrain and deals 1d4 Necrotic damage for every 5ft a hostile creature willingly moves through it.  You are unaffected by this difficult terrain.

Lifeless

The cold tendrils of the void reach into the essence of life to stop new life from sprouting.  As it reaches further into the world of the living, it's grasp only holds stronger than before.

At 10th level, your Darkness spell cannot spell be dispelled by a spell of a level lower than your highest spell slot provided by your Warlock class.  Once per day when casting Darkness, you can create a second sphere that acts as a 15ft emanation from you.  If a creature is within both instances of Darkness, it is only affected by one.  The emanation fades when the original does.

In addition, whenever you cast that spell, you can choose one of the following additional effects.

Creeping Darkness: The spell can be attached to an object that is being worn or carried.  You can also roll a second time on the Senseless Table when determining effects for a creature within your Darkness spell.  A creature can now be affected by up to 5 different effects on the Senseless table.

Desolate Darkness: While a hostile creature is within your Darkness spell it is unable to recover hit points by magical means.

End

The Void calls to all, only to bring forth the end of all life and light.

At 14th level, as the magic action, choose a creature under the effects of your Darkness spell.  The creature must make a Wisdom Saving throw against your spell DC.  On a successful save, the creature is immune to this effect for 1 hour and you do not consume a use of this feature.  On a failure, the target is Charmed by you and must spend it's turn performing one of the actions below (your choice). 

  • Give in (2 uses): On its turn, the creature moves to the center of your Darkness spell.  Upon reaching the center, the creature takes (1d6 per Level of Warlock ) Necrotic or Cold damage (your choice).  Any other creatures in the sphere must make a Dexterity saving throw.  On a success taking half damage, and on a failure, taking full damage.  After which your Darkness spell dissipates.  The creature is then no longer charmed.
  • Give up: The creature is considered Paralyzed.
  • Lash Out: On it's turn, the creature gains an extra action, uses its movement to move to the closest creature and takes a relevant action to injure or hinder the creature.  The charmed creature gains one level of exhaustion at the end of it's turn.
  • Panic: On it's turn, the creature uses the Dash action and begins moving in the opposite direction of the center of your Darkness spell.  The creature does not attempt to avoid danger or harm while under this effect.
  • Cry for Help: The charmed creature begins shouting for help and crying for mercy.  Creatures that are allied to the charmed creature that hear this must make a Wisdom saving throw against your spell DC or they gain disadvantage on attack rolls for their next turn.

If you successfully charm a creature with this feature, any other charmed creatures are no longer charmed from this feature.  A creature that is charmed will remain charmed for 1 minute repeating the saving throw at the end of each of it's turns.  Creatures that are immune to the charmed condition automatically succeed the Wisdom saving throw.  You can use this a number of times equal to your spellcasting modifier per long rest.

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