Base Class: Warlock
You have made a pact with an evil deity, a being whose aims are destructive and dark, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Evil beings powerful enough to forge a pact include any evil deity examples of which are Lolth, Bane, Tharizdun, Lovitar, Bhaal, Malar or Tiamat.
Expanded Spell List
Your Dark God 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.
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Spell Level |
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2nd |
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3rd |
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4th |
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5th |
One With Shadows
Whenever you are in dim light or darkness you gain advantage to hit with your eldritch blast cantrip. Aswell as this when you are in darkness you may use your reaction to perform the dodge action. You gain 120ft of darkvision.
Dark Intent
Starting at 1st level, whenever you deal damage greater or equal to your warlock level in a turn you gain temporary hit points equal to half your charisma modifier rounded up.
Maddening Pain
Starting at 6th level, whenever you damage a creature you can use your reaction to cause the creature to make a wisdom saving throw against your spell save DC, if the target fails they become frightened and restrained. At the end of their turn they may try to overcome these affects, if they fail they take 1d4 psychic damage and the effects continue, if they succeed the effect ends.
Once you use this feature you cannot use it again until you finish a short rest.
The Oncoming Storm
At 10th level, you gain advantage on intimidation checks, and whenever you reduce an enemy to 0 hitpoints you can take another action again before your turn ends. The first time an enemy sees you, if they are within 20ft of you they must make a wisdom saving throw against your spell save DC or become frightened of you for 1d4 rounds.
Suffering of the Iternal
Starting at 14th level, once per short rest, you may added your level to the damage roll of any spell attack made against an enemy. If the enemy is reduced to 0 hit points by this feature you regain the spell slot used by the spell, and every hostile creature within 10ft. of the dead enemy must make a wisdom saving throw against your Spell Save DC or take 2d8 psychic damage.
Previous Versions
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10/14/2018 7:41:07 PM
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10/15/2018 2:01:07 PM
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