Base Class: Warlock
You have forged a pact with the primordial force of shadow — not a creature of flesh or even spirit, but the living essence of darkness itself. The Shadowed One is the formless black between the stars, the silence in a moonless forest, the shape lurking in the corner of the eye. Unlike fiends or archfey, it does not speak with words, but with whispers that slide across your vision like smoke.
Warlocks who serve this patron are called shadowbound. Some become feared duelists, slipping through darkness to strike unseen. Others become commanders of twilight, turning battlefields into fortresses of night. All carry within them a shard of the endless dark.
Expanded Spell List
The Shadow Sovereign 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.
|
Spell Level |
Spells |
|
1st |
disguise self, absorb elements |
|
2nd |
mirror image, misty step |
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3rd |
counterspell, fireball, haste |
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4th |
greater invisibility, shadow of moil |
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5th |
wall of force, summon shadowspawn |
Gift of the Shadow
You gain proficiency with medium armor, shields, and martial weapons.
You also learn the booming blade cantrip, which doesn’t count against your cantrips known.
Eyes of the Dark
Starting at 3rd level, you have darkvision with a range of 120 feet.
When you reach 3rd level in this class, you learn the darkness spell, which doesn’t count against your number of spells known. You can cast it by expending a spell slot. You can see through the darkness created by the spell.
Shadow Master's Gifts
You gain proficiency in two skills of your choice.You also gain expertise in one skill in which you are proficient.
At 10th level, this expands: you gain one additional skill proficiency and one additional expertise.
Shadow Walk
You melt into one shadow and step out of another, leaving only whispers in your wake.
When you are in dim light or darkness, you can use a bonus action to magically teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness.
- This movement does not provoke opportunity attacks.
- Your next successful attack following a shadow step does an additional 1d6 (Necrotic, Psychic or Radiant damage).
Cloak of the Endless Night
- As a reaction when a creature you can see targets you with an attack, you can impose disadvantage on the roll by shrouding yourself in darkness. You can use this feature a number of times equal to your proficiency bonus, regaining all uses when you finish a long rest.
- While in dim light or darkness, creatures relying on darkvision treat you as heavily obscured.
- You gain resistance to necrotic damage.
Shadow Palace
Your bond with shadow has crowned you its sovereign. Where you walk, night itself bends to your will.
As an action, you summon a 60-foot cube of magical twilight centered on yourself. The cube moves with you, lasting for 1 minute or until you dismiss it (no action).
Sight. Creatures you choose can see normally in the cube.
Veil of Night. While within the cube, attacks made against creatures you choose are made with disadvantage.
Shadow’s Boon. Once per turn, a creature of your choice inside the cube can gain advantage on one attack roll.
Scaling Features
17th level. By expending a spell slot of 3rd level or higher, You can relocate a creature of Large size or smaller that is inside your Shadow Palace to another unoccupied space within the cube (if the space is occupied, the two creatures swap). When you try to relocate a creature, it must make a Charisma saving throw against your spell save DC. On a fail, it is relocated; on a success, it resists and stays put.
20th level. Relocating Large or smaller creatures no longer costs a spell slot. Huge or larger creatures can be moved for the cost of two spell slots. Huge creatures make the save with advantage (since they’re harder to budge magically).
Uses. You can use this feature once per short or long rest. At 20th level, you can use this feature a number of times equal to your proficiency bonus per long rest, instead of once (min. 1 per short rest).
Palace Intrigue
At level 17 you may relocate any creature of size large or smaller to any position within your palace for the cost of a spell slot. If the position is occupied the position of the object or creature are swapped with your target.
Shadows Eminence
At level 20 the cost is reduced to 0 slots for a creature of large size or smaller. A creature sized above large can be moved for 2 spell slots.
Previous Versions
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