Darklords patrons are oppressive forces dwelling deep within the
Plane of Shadow, ruling over an ever-shifting dominion of gloom. Some say these beings were once mortals who sought dominion over the plane only to find themselves lost in the endless darkness. Others believe they are fragments of something greater, a sliver of vast intelligence that lurks in
The Outer Dark somewhere beyond the comprehension of mortals. Whatever the origins of these beings, they offer power to those willing to surrender a piece of their soul to the unending shadows around them, granting them dominion over the shadows themselves.
Patron Spells
1st-Level Warlock (Darklord) Feature
You gain patron spells at the warlock level listed. These spells do not count against your spells known.
Darklord's Blast
1st-Level Warlock (The Darklord) Feature
When you cast your eldritch blast spell, you can choose to change the damage type to necrotic. When you score a critical hit against a creature with your eldritch blast and deal necrotic damage, the target's shadow writhes unnaturally, sapping their strength. Until the end of your next turn, they have disadvantage on Strength and Dexterity ability checks and saving throws, and attack rolls that rely on Strength or Dexterity.
Cloak of Night
1st-Level Warlock (Darklord) Feature
The Darklord shrouds you in its ever-present gloom. You can see normally in dim light and darkness, both magical and nonmagical, to a range of 120 feet. Additionally, while you are in dim light or darkness, you can take the Hide action as a bonus action.
Shadowborn Veil
1st-Level Warlock (Darklord) Feature
Your presence is blurred between the planes of shadow and reality. As a reaction when you take damage, you can momentarily fade into darkness, reducing the damage taken by an amount equal to your warlock level + your Charisma modifier. When you use this feature, your form momentarily shimmers, making you lightly obscured until the start of your next turn.
You can use this feature a number of times equal to your Warlock Power Reservoir, regaining all expended uses when you finish a long rest.
Pact Focus: Eldritch Shroud
3rd-Level Warlock (Darklord) Feature
Dedicated to the Darklord, you can select this option instead of one of the pact foci available to all warlocks when you gain the option to choose one at 3rd level.
Your body becomes wreathed in living shadow, which clings to you like a second skin. Whenever you cast a warlock spell of 1st level or higher, you can shroud yourself in supernatural magical darkness for 1 minute. While shrouded, you can move through nonmagical difficult terrain without penalty. You can see through this darkness.
Grasp of the Darklord
6th-Level Warlock (The Darklord) Feature
When a creature you can see within 30 feet of you takes damage from one of your spells or attacks, you can use your reaction to bind them in shadowstuff. The target must succeed on a Strength saving throw against your spell save DC or be restrained until the end of your next turn. If the creature is in dim light or darkness, it has disadvantage on the saving throw.
You can use this feature a number of times equal to your Warlock Power Reservoir, regaining all expended uses when you finish a long rest.
Flicker Between Worlds
10th-Level Warlock (Darklord) Feature
Your connection to the Plane of Shadow allows you to step between reality and illusion at will. When you are hit by an attack, you can use your reaction to teleport up to 30 feet to an unoccupied space you can see and force the attacker to reroll the attack roll, potentially causing it to miss.
Once you use this feature, you cannot do so again until you finish a short or long rest.
Lord of Shadows
14th-Level Warlock (The Darklord) Feature
You can summon a tide of shadowstuff to consume your foes. As an action, you create a 20-foot radius Sphere of writing darkness centered on a point you can see within 120 feet. The sphere is magical darkness, spreads around corners, and lasts for 1 minute.
Creatures of your choice inside the area must make a Charisma saving throw against your spell save DC at the start of each of your turns. On a failure, they take 4d8 necrotic damage, or half as much on a success, as a portion of their soul is siphoned to the Plane of Shadow.
You can move the sphere up to 30 feet as a bonus action on your turn. The sphere vanishes early if you are
Incapacitated or you die.
A creature reduced to 0 hit points from this damage has their soul taken to the Plane of Shadow, and they cannot be resurrected by anything short of a Wish or Divine Intervention.
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