Warlock
Base Class: Warlock
You are the author of a living urban legend. Every scratch on a windowpane, every phantom footstep in an attic, and every sudden, terrifying cut is a testament to the entity you are actively building.

The Warlock's Role: Feeding the Mythos
To grow your patron's power (and your own eldritch capabilities), your hunts cannot be random acts of violence. They must be highly theatrical performances engineered to maximize psychological contagion. Your role requires strict adherence to the architecture of terror:
  • The Prelude (The Call): You must weaponize anticipation. Isolate a target and sow paranoia, mock their sense of security, and establish a profound sense of vulnerability before you ever draw a weapon. The panic of a victim realizing they are being hunted is the first taste of sustenance for your patron.
  • The Production (The Slasher Rules): Orchestrate your attacks like a macabre script. Strike from places that should be safe: inside bolted houses, in brightly lit alleys, or right behind a companion who turned their back for a single second. Make the world believe that the threat is omnipresent, and entirely unstoppable.
  • The Aftermath (The Rumor Mill): The survival of a witness or the deliberate staging of a crime scene is paramount. You must leave behind specific, mocking calling cards to ensure the local guards and townsfolk talk. When a survivor breathlessly describes a "pale, screaming face that emerged from the shadows," or when tavern gossips debate whether the killer is human or a demon, your patron gorges on the collective dread.

Tulpa Spells

The Tulpa 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, but they count against your total number of spells known.

Tulpa Spells
Warlock Level Spells
3 Bane, Enhance Ability, Mirror Image
5 Nondetection, Bestow Curse
7 Phantasmal Killer, Mordenkainen's Private Sanctum

9

Geas, Legend Lore

Level 3: Opening Scene

You gain proficiency with the Stealth skill, and can seamlessly conceal a dagger on your person. Checks made to find a hidden dagger on you have disadvantage. Additionally, you can draw or stow a dagger as part of any movement or attack, without using your object interaction.

Jumpscare: As a bonus action, you can target one creature you can see within 30 feet. The target must succeed on a Wisdom saving throw against your Warlock spell save DC or become frightened of you until the end of your next turn. You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

While frightened by your Jumpscare, the creature cannot use its reaction, and it takes an extra 1d6 psychic damage the first time you hit it with an attack on your turn.

Level 6: Fade to Black

You learn to vanish from sight just after delivering a fatal blow. While in Dim Light or Darkness, when you reduce a creature to 0 hit points, you can immediately become invisible until the start of your next turn. This invisibility ends early if you make an attack, cast a spell, or interact with an object.

Additionally, once per turn, when you hit a creature with a Light melee weapon attack, you can deal an extra 2d6 damage of the weapon's type if the target is frightened or if you have advantage on the attack roll.

Level 10: Directed Focus

Your patron grants you a terrifying mastery over distance and positioning.

As a Bonus Action, you can activate Tunnel Vision, forcing a creature that you can see within 90 feet to hear a phantom ringing in their head. The target must make a Wisdom saving throw against your Warlock Spell Save DC. On a failure, they are Deafened and Silenced for 1 minute. While silenced by this feature, the target cannot shout for help or speak, but they can still whisper the verbal components of spells.
While a creature is deafened by Tunnel Vision, you can use your movement to activate The Call, teleporting to an unoccupied space within 5 feet of them, provided you are out of their direct line of sight.

Level 14: Curtain Call

You can force a creature to confront their deepest, most fatal fears. As an action, choose a creature you can see within 30 feet. The creature must succeed on a Wisdom saving throw against your Warlock spell save DC or be paralyzed with fear and plunged into a psychological horror illusion.
For 1 minute, at the start of each of its turns, the creature takes 4d10 psychic damage and must make a Wisdom saving throw. On a success, the illusion ends. If a creature dies while trapped in this illusion, you instantly regain 2 expended uses of your Jumpscare feature and gain 20 Temporary Hit Points. Once you use this feature, you cannot use it again until you finish a long rest.
Attacking or otherwise harming the affected creature allows them to repeat the saving throw at the end of the current turn with advantage, ending the effect early on a success.

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