Warlock
Base Class: Warlock

You have seen the power of darkness, and made a pact with a looming entity, bestowing power and life to you and your shadow.

Expanded Spell List

Spell level

Spells

1st

Bane, Inflict Wounds

2nd

Pass without Trace, Silence

3rd

Life Transference, Nondetection

4th

Confusion, Greater Invisibility

5th

Hallow, Antilife Shell

Shadow Companion

Shadow Companion

At 1 level your shadow is part of you but can act entirely on its own. It can detach from you, move along any surfaces and squeeze through a space as narrow as 1 inch wide. The shadow shares all your stats, but is immune to all damage and conditions. It does not occupy any space, but you always know its location. The shadow understands common, but it can’t talk or communicate in any way other than gesticulating.

You can use a bonus action to detach and move your shadow, and have it do one of the following actions:

  • It can try to slow down a creature within 5 feet of it by holding back the target’s shadow. Make a spell attack against the target’s AC. If successful, the target’s movement speed is halved until the beginning of your next turn.
  • It can try to impose itself on a creature within 5 feet of it. The target must succeed on a Wisdom saving throw against your spell save DC or become frightened of the shadow until the beginning of your next turn. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this for the next 24 hours.
  • It can use the Help action to distract a creature.
  • It can interact with objects weighing 10 pounds or less.
  • It can Dash.

The shadow functions differently based on the light source it is in.

  • In bright light it can move 15 feet.
  • In dim light it can move 30 feet.
  • In darkness it can move 60 feet and is not restricted to only move along surfaces.

The shadow reattaches itself to you if the shadow is ever more than 300 feet away from you, after 10 minutes, if you are incapacitated, or if you use a bonus action to reattach it.

You can use this feature a number of times equal to your proficiency bonus and you regain all uses after a long rest.

Supreme Darkvison

At 1 level you also gain darkvision out to a range of 60 feet and you can see in magical darkness.
If you already have darkvision from your race, its range increases by 30 feet.

Shadow Barrier

At 6 level your shadow can be of aid when needed. Whenever you or a creature you can see within 5 feet of the shadow is about to be attacked, you can use your reaction to make the shadow defend the target, granting the target a bonus to their AC for that attack. The bonus is based on what light source the target is in.

  • Bright light – 1d4
  • Dim light – 1d6
  • Darkness – 1d8

You can use this feature a number of times equal to your proficiency bonus, but you expend a use only if you succeed. You regain all uses after a long rest.

Shady Step

At 10 level you and your shadow share a greater connection. As a bonus action you can teleport to where the shadow is.

Once you’ve used this feature you can’t use it again until you finish a short or long rest.

Strike of Midnight

At 14 level your shadow can show what true darkness means. You can use an action to make the shadow split itself apart and engulf up to 3 creatures within 120 feet you with magical darkness. The targets are blinded until the end of your next turn. They must also succeed on a Wisdom saving throw against your spell save DC or the darkness will infest their minds, dealing 6d6 psychic damage. The shadow reattaches itself to you at the end of your next turn.

Once you use this feature, you can’t use it again until you finish a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
7/16/2021 8:58:13 AM
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7/18/2021 2:03:51 PM
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