Base Class: Warlock
A warlock that strikes a deal with a patron of the blackmoon is more likely searching for personal power more than anything else. Blackmoon patrons are selective in their servants, more likely to seak out the ambitious than the desperate. Rumor has it that many of these patrons were once warlocks or clerics themselves. The most commonly known blackmoon being is Aldritch the god eater. Aldritch selects many faithful servants who seak to gain power but there is not ine of them so grand as the Potificate Sulyvahn. After becoming powerful enough it was theorized that the Pontif became a blackmoon being in the end as well. By nature, Blackmoon beings rule the night through the presence of the moon and have an unending hunger to control all life.
Expanded spell list
You gain the spells listed above in your warlock spell list.
Blades of the Blackmoon
At 1st you become proficient in medium aromor, the scimitar and can magically summon two scimitars as an action. You can be wearing or caring these scimitars for an indefinite period or use an action to dismiss them. Each scimitar is magical. One deals psychic damage and the other fire instead of its normal slashing damage. These weapons cannot change their type based of of the pact weapon feature however if you select one as a pact weapon the other is selected as well.
Hunger of the night
At 1st level your patron bestows on you the ability to keep some of your magical power at the cost of your own safety. whenever you cast a spell from your expanded spell list you may take 1d6 necrotic damage per level of the spell slot to use the spell without using a spell slot. This damage is unavoidable.
Feast of darkness
You allow the hunger of your patron to flow through you and terrify thise around you. At 6th level as an action you may target a dead body within 5 feet of you. you spend your turn feasting on its blood and energy. you regain 2d8 + your charisma modifier of hit points and any creature within 30 feet of you must succeed on a wisdom saving throw against your spell save DC or be frightened of you for one minute. Frightened creatures can repeat the save when they take damage or at the end of their turn ending the effect on a success
Blade of ambition and flame
At 10th level your blades become more powerful than ever. Whenever you take the attack action on your turn you may cast a cantrip no action required as long as you attack with each of your magical scimitars. Furthermore you instantly learn the fireball and hunger of hadar spells. These do not count against your maximum spells known.
Old Moonlight.
At 14th level you gain the ability to summon an ancient magic made from the magic of the blackmoon. As an action you may hold your scimitars together and summon a floating Greatsword made of glowing blue light that sheds bright light for ten feet and dim light for 20 feet. This sword lasts for one minute or you can expend spell slots when you use this feature extending its duration by 10 minutes for each spell slot expended.The greatsword orbits around you and grants the following benefits:
- Your AC increases by 2
- When you may make an opportunity attack the greatsword attacks for you keeping your reaction. It has an attack modifier equal to you proficiency bonus plus charisma modifier. On a hit it deals 4d6 necrotic damage. The Moonlight greatsword has its own reactions and therefore cannot use this feature more than once per round
- You may force the greatsword to swing in the direcof a target within 120 feet as a bonus action on your turn. Make a ranged spell attack as an arc of dark moonlight streaks towards the target. on a hit you deal 3d10 necrotic damage.
Once you use this feature you cannot use it again until you finish a long rest.
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