Base Class: Warlock
The Hollow is a being that is constantly on the brink of death. These entities can vary from an ancient extra-planar being to a mad wizard. Contracts with these being are rare, usually made out of desperation when they can no longer be self sufficient. Their followers are most often given the task to either continue whatever bizarre ritual is used to keep them alive, or to kill them, to end their suffering.
Expanded Spell List
The Hollow 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.
Hollow Expanded Spells
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2nd |
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3rd |
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4th |
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5th |
Brand of the Hollow
Starting at 1st level your patron has given you a brand to signify your pact. Your patron will send you tasks to complete to continue their existence through this mark. Depending on your patron these could come telepathically or as writing on your brand. In addition you can use your brand to cast the Detect Evil and Good spell a number of times equal to your Charisma modifier per short or long lest. When you reach 5th level in this class you can cast it at will.
Lost Memories
Starting at 1st level your patron has given you a small piece of their fragmented memory. Whenever you roll an Intelligence check related to your patron or something your patron has an interest in you roll with advantage. In addition you gain proficiency with the History skill if you don’t already have it.
Pass the Infection
Starting at 6th level when you are targeted by a spell or similar effect you can use your reaction to target one creature within 30 feet of you. That creature must make a Charisma saving throw against your warlock spell save DC or it switches places with you, and the creature becomes the target of the spell. If you are still in the area of effect of the spell you must still make a saving throw.
Once you use this feature you can’t use it again until you finish a short or long rest.
Hollow Vessel
Starting at 10th level your patron’s influence has physical effects on your body. You have resistance to poison damage and the poison condition, and you have advantage on saving throws against being charmed, and frightened. In addition your spell ignore a creatures magic resistance ability or similar abilities (except legendary resistance).
Shackles of the Damned
Starting at 14th level you can show a fraction of the suffering the Hollow experiences. Choose up to five creatures within 30 feet of you. Each creature must make a Constitution saving throw against your warlock spell save DC as black chains begin to entangle them. A creature that fails the saving throw takes 5d8 necrotic damage and is restrained for 1 minute and a creature succeeds takes half as much damage and isn’t restrained.
Creatures that failed make the saving throw at the end of their turn until they succeed or 1 minute passes. A creature that is killed by this or lasts the duration vanishes, being dragged to your patron. Only a wish spell can bring the creature back.
Once you use this feature you can’t use it again until you finish a long rest.
Additional Invocations
Book of Dying Breaths
Prerequisite: Pact of the Tome feature, the Hollow Patron
Whenever a creature dies their life flashes before their eyes, you can record some of this in your Book of Shadows. When a creature dies within 30 feet of you can use your reaction to open your book and absorb the most important memory the person had before they died. This could be someone they cared about, something they protected their life with, or a valuable possession, for example.
Cunning of the Beast
Prerequisite: The Hollow Patron
You gain a bonus you your stealth, survival, and initiative rolls equal to your Charisma modifier (minimum of 1).
Gaze of the Watcher
Prerequisite: The Hollow Patron, 7th level
As an action you gain special sight with a range of 30 feet. Within this range you can detect a creature’s alignment and whether it is hostile to you. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). If a creature is protected by divination magic via a spell or other means it appears as unaligned and hostile towards you.
Once you use this invocation, you can't use it again until you finish a short or long rest.
Knowledge of the Teacher
Prerequisite: Pact of the Tome feature, 9th level
You gain proficiency with the Arcana and Religion skills if you don’t have them already. In addition you can cast Legend Lore once using a warlock spell slot. You can’t do so again until you finish a long rest.
The Lord’s Plight
Prerequisite: Eldritch Blast cantrip, the Hollow Patron, 5th level
When you hit a creature with the Eldritch Blast cantrip you can cast Slow as a bonus action, using a warlock spell slot. The spell must be centered on the creature you hit with the Eldritch Blast.
Loyal Subject
Prerequisite: Pact of the Chain feature, the Hollow Patron, 5th level
When you use the Find Familiar spell you can create a Death Dog (see Monster Manual) in addition to the other special forms.
Needle of the Mad King
Prerequisite: 5th level, Pact of the Blade feature, the Hollow Patron
You create a white, needle shaped rapier using your Pact of the Blade feature. This weapon has the reach property. When you hit a creature with it you can expend a spell slot to deal an additional 1d6 poison damage to the target per spell level and poison the foe until the end of your next turn.
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Posted Oct 11, 2018I'm going to need some more feedback than that to improve this subclass. If you have any thoughts that would help I'd appreciate it.
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Posted Oct 5, 2018OP
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Posted Aug 18, 2018Also for the 10th level ability it should say that you have resistance to poison damage and are immune to the poison condition.
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Posted Aug 18, 2018This my first creation so I'm sorry if it's a little shoddy. Also I'm not sure how to edit now that I posted it.