Otherworldly Patron - The Shadow

by Blackbando

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Otherworldly Patron

At 1st level, a warlock gains the Otherworldly Patron feature. The following option is available to a warlock, in addition to the options offered in the Players Handbook.

The Shadow

Your patron is a powerful entity from the Shadowfell, who has the power to manipulate life and death. Oftentimes entities in the fell will make pacts with those in their dying moments, capitalizing on the vulnerability of those they act as patron for. Examples of beings like this include those shadowy figures such as the Raven Queen, though the dark forces of the Shadowfell often keep their names completely hidden.

Shadow Features
Warlock Level Feature
1st Expanded Spell List, Deathless, Tools of the Reaper
6th Cursed Resurrection
10th Undead Resilience
14th Cloak of the Shadewalker

Expanded Spell List

The Shadow 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.

Shadow Expanded Spells
Spell Level Spells
1st bane, inflict wounds
2nd blur, phantasmal force
3rd life transference, phantom steed
4th death ward, phantasmal killer
5th creation, destructive wave

Deathless

Starting at 1st level, you gain proficiency in death saving throws, and if the result of a death saving throw you make is 20 or higher, you regain 1 hitpoint.

Tools of the Reaper

When you choose this patron, at 1st level, you learn how to use the armors and weapon that your patron does. You gain proficiency in medium armor and shields, as well as martial weapons.

As an action, you can either create a scythe out of dark magic in your hands, or you can dispel it. The scythe uses the statistics of a glaive, and it you can choose to use your Charisma modifier instead of your Strength modifier for attack and damage rolls with it.

If you take the Pact of the Blade feature, you can treat the scythe as your pact weapon. If you have a magical weapon bound as your pact weapon, you can choose for your scythe to take on the magical properties of the weapon, such as dealing an additional 2d6 fire damage if you had a flame tongue longsword.

Cursed Resurrection

Starting at 6th level, you have become an extant form of life unbound by the normal flow of existence.

Whenever you are reduced to 0 hit points or die outright, you can use your reaction to force each creature of your choice within 15 feet of you to make a Constitution saving throw. On a failed saving throw, a creature takes necrotic damage equal to twice your warlock level, or half as much damage on a successful save. You then regain consciousness and gain hit points equal to the necrotic damage dealt.

After using this feature, you must take a short or long rest before doing so, again.

Undead Resilience

Beginning at 10th level, you gain further control over your own mortality, almost as if you are a walking corpse. You gain immunity to poison and disease, and you stop aging.

Visions of Death

At 14th level, you can channel your patron to give your foes terrible visions, and an understanding of the true nature of mortality. As an action, your eyes pool with blackness and each creature within a 30 foot cone emanating from yourself that can see you must make a Wisdom saving throw. A creature that fails its saving throw is turned for the next minute.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

After using this feature, you must take a short or long rest before doing so, again.

Credit

Made using GMBinder

Formatting by /u/Dingo_Chungis, aka Blackbando.

Mechanics by /u/Warriorsnek

 

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