Warlock
Base Class: Warlock

Some patrons whisper secrets from the depths of the cosmos—the Ravenlord commands from above, watching the world through countless eyes and unraveling its truths one soul at a time. This ancient, demonic being is not content with raw destruction. It feasts on knowledge, pain, and control, bestowing its power to those who can wield fear as a weapon and life force as currency. Bound to a pact with the Ravenlord, you become a vessel for its will—a predator who draws power from the immobilized and the vulnerable, sapping vitality while pulling foes closer to their end.

Those who serve the Ravenlord are never alone. A flock of spectral crows shadows your every step, striking when prey is pinned and watching when others are blind. You gain the power to see across vast distances, to manipulate the battlefield with spectral grasp, and to drain life from crowds or single victims alike. As your power grows, you ascend into a form that echoes your patron’s true visage—a monstrous conduit of secrets and death, turning the chaos of war into sustenance. Wherever you walk, revelation follows—and no secret, nor soul, can escape the eyes of the flock.

Note: 'Demonic Ascension (Active)' and '(Inactive)' entries are functional toggles for DnD Beyond and may be ignored for descriptive purposes. 'Demonic Ascension' is listed twice as it is needed for the toggle to function as each have their own modifiers and actions tied to them.

Level 3: Ravenous Flock

Starting at 3rd level, a spectral flock of ominous ravens follows you at all times. These ravens whisper secrets only you can hear, and strike when your enemies are vulnerable. The ravens also reveal to you long-forgotten truths buried in history and the arcane. Gain the following:

Flock Lash - When a creature you can see within 30 feet becomes immobilized (stunned, paralyzed, restrained, unconscious, or petrified), you can use your reaction to pull them 10 feet toward you in a straight line. They take 1d4 psychic or necrotic damage (your choice), and you regain hit points equal to the damage dealt. The movement and damage caused by Flock Lash does not end the immobilizing effect on the target affected, even if involuntary movement or damage would normally break that effect.

Flock Lash's damage increases on levels 5 (2d4), 11 (3d4) and 17 (4d4). Examples of immobilizing effects that wont be broken include "Sleep", "Hypnotic Pattern" or other similar spells/conditions.

Death's Hand - You learn a unique cantrip in your Spells List, Death's Hand:

You release a wave of dark force in a 15-foot cone, forcing creatures to make a Dexterity saving throw. On a fail, they take 1d12 Force damage; on a success, they take half.

Death's Hand's damage increases on levels 5 (2d12), 11 (3d12) and 17 (4d12).

Eyes of Knowledge - Gain Expertise in Arcana and History.

Level 6: Vision of the Flock

Starting at 6th level, you can see through the eyes of the flock of ravens that follow you, gaining the ability to observe and strike from afar. You gain the following:

Spectral Eye (Cantrip): As an action, create a floating, ghostly raven eye within 300 feet in a place you can see, have seen before or know the visuals of (picture, drawing, etc.). The eye lasts for 1 minute, can’t be damaged, and grants you Truesight and Tremorsense (30ft radius) centered on it. You can only have one eye active at a time, can be dispelled at any time and it is immune to all damage. Additionally, this spell does not require concentration.

Exploding Eye (2nd-Level Spell): When a Spectral Eye is active, you can cast a spell for no action to detonate it, no matter how far away you are from it. Every creature in a 30ft radius must make a Dexterity saving throw. On a fail, they take 3d6 psychic or necrotic damage (your choice) and are Revealed—invisible, disguised, and hidden effects are nullified—for 2 rounds. On a success, they take half damage and are not revealed.

Damage increases by an additional 1d6 for each Spell Slot above 2nd.

Eyes of Truth: Gain proficiency in Perception and Insight.

Level 10: Nevermove

Starting at 10th level, your ties to the Ravenlord's dark magic deepen. You can now summon shadowy hands to hold your foes in place. Gain a new Spell:

Nevermove (2nd-Level Spell): As an action, you manifest shadowy hands to tether foes in place. Creatures in a 20ft diameter sphere of impact must make a DC Strength saving throw. On fail, they take 2d6 Force Damage and are restrained for 1 minute, any flying creatures are immediately grounded and take fall damage if it applies. Restrained creatures can repeat the save at the start of each of their turns. On success, creatures take half damage and are not restrained.

Damage increases by an additional 1d6 for each Spell Slot above 2nd.

Eyes of Lies: Gain proficiency in Persuasion and Deception

Level 14: Demonic Ascension

Demonic Ascension (Bonus Action): You transform into your ascended state Once Per Long Rest. While transformed:

  • Ascended Form:
    • You gain fly speed of 10 feet (Hover). Can only levitate at most 10 feet above the ground.
    • At the start of each of your turns, you automatically drain the lifeforce of creatures nearby. Each creature you choose within 30 feet must make a DC Constitution saving throw, taking 1d6 necrotic or psychic damage (your choice) on fail and half on success. You heal from half the damage dealt from this, minimum of 1 hit point per creature that took damage.
    • You can cast Demonflare once if you have your Ascended Form active. Demonflare is automatically cast (even if used prior), even when incapacitated, when the duration ends.
  • Demonflare (Demonic Ascension Exclusive No Action): You release a nova of Soulfire:
    • All creatures within 30 feet must make a DC Dexterity Save. On fail, they take 3d6 Fire Damage that ignores resistances and treats immunities as resistances. On success, they take half this damage.
  • Duration:
    • Demonic Ascension lasts 1 minute and requires concentration to maintain. The DC for any Constitution saving throw made to maintain concentration on Demonic Ascension cannot exceed 20. Additionally, when Demonic Ascension has been active for more than 1 minute, you may continue to maintain it at the start of each of your turns only if you regained at least 5 hit points from its passive lifedrain aura on the previous turn, no other sources of healing apply. If you fail to meet this threshold, the form ends immediately.

You may not re-enter Demonic Ascension until after a long rest. Additionally, any feats, items, or abilities that increase healing received from class feature-based sources can only apply once per instance of healing. For example: If you regain 2 + 1 + 3 hit points from three different targets affected by the aura, you cannot apply the same healing-boosting effect to each individual healing source. Only one instance may benefit from the bonus.

Demonic Ascension

Demonic Ascension (Bonus Action): You transform into your ascended state Once Per Long Rest. While transformed:

  • Ascended Form:
    • You gain fly speed of 10 feet (Hover). Can only levitate at most 10 feet above the ground.
    • At the start of each of your turns, you automatically drain the lifeforce of creatures nearby. Each creature you choose within 30 feet must make a DC Constitution saving throw, taking 1d6 necrotic or psychic damage (your choice) on fail and half on success. You heal from half the damage dealt from this, minimum of 1 hit point per creature that took damage.
    • You can cast Demonflare once if you have your Ascended Form active. Demonflare is automatically cast (even if used prior), even when incapacitated, when the duration ends.
  • Demonflare (Demonic Ascension Exclusive No Action): You release a nova of Soulfire:
    • All creatures within 30 feet must make a DC Dexterity Save. On fail, they take 3d6 Fire Damage that ignores resistances and treats immunities as resistances. On success, they take half this damage.
  • Duration:
    • Demonic Ascension lasts 1 minute and requires concentration to maintain. The DC for any Constitution saving throw made to maintain concentration on Demonic Ascension cannot exceed 20. Additionally, when Demonic Ascension has been active for more than 1 minute, you may continue to maintain it at the start of each of your turns only if you regained at least 5 hit points from its passive lifedrain aura on the previous turn, no other sources of healing apply. If you fail to meet this threshold, the form ends immediately.

You may not re-enter Demonic Ascension until after a long rest. Additionally, any feats, items, or abilities that increase healing received from class feature-based sources can only apply once per instance of healing. For example: If you regain 2 + 1 + 3 hit points from three different targets affected by the aura, you cannot apply the same healing-boosting effect to each individual healing source. Only one instance may benefit from the bonus.

Demonic Ascension (Active)

Demonic Ascension (Active)

Demonic Ascension (Inactive)

Demonic Ascension (Inactive)

Ravenlord Patron Image

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