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## Warlock Patron: Alzrius (Shadow Pact) -----. #### Expanded Spell List Alzrius 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. ##### Alzrius Expanded Spells | Spell Level | Spells | |:----:|:-------------| | 1st | *Necrotic Feast+*, *Morph Shadow+* | | 2nd | *Dark Confinement+*, *Shadow Sight+* | | 3rd | *Blink*, *Storm of Shadows+* | | 4th | *Negative Image+*, *Evard’s Black Tentacles* | | 5th | *Shadow Walk+*, *Shadow Blast+*, *Phantasmal Polymorph+* | Spells marked with + are included at the end. #### Shadow Phase Starting at 1st level, while in dim light or darkness you can use an action to turn into shadow. You are considered invisible and can squeeze through gaps about 1 inch thick while you are in this form. This form lasts until you use an action, step into an area of bright light or come into contact with a magical light source's light. #### Improved Shadow Step Starting at level 6, as a bonus action you can use your shadow step ability to teleport (from dim light or darkness) up to 120 ft into an area of dim light, darkness or any creature's shadow (5ft next to them if they are on the ground, appropriate location chosen by the DM if they are flying) that is medium or larger in size. You have advantage on your first attack after using this ability. You can not use this ability on enemy if it is not casting a shadow. Also your shadow step has no limit on number of uses. #### Shadow Strike At level 10, you gain the ability to harm a creature through it's shadow. When you attack with a melee weapon, you can target the shadow instead of the creature itself. The AC of the shadow is 8 + target's dexterity modifier. The target only takes half of the damage dealt this way (resistance or immunities applied afterwards). Also as an action, you can summon a shadow spear and plunge it into target's shadow (spell attack against target shadow's AC). Target must make a strength saving throw or become immobilized for 1 minute. At the beginning of each of it's following turns, the target can roll another strength saving throw, ending the effect on a success. You can end the effect at any given time (no action required). You can use this ability up to your charisma modifier times (minimum of 1). All expanded uses recharges on a long rest. \columnbreak #### Shadow Puppet At level 14, you gain the ability to control people through their shadows. While you are using shadow phase, as an action you can step into a humanoid's shadow. The target makes a charisma saving throw; on a successful save, you are ejected from the shadow as both you and the target takes 3d10 force damage. On a failure , you take complete control of the target for up to your charisma modifier + your proficiency bonus hours. During this time, you have advantage and +10 bonus to any charisma(deception) and charisma(persuasion) checks regarding being questioned on identity of the target individual. At any given time, you can use a bonus action to leave the shadow, thus ending the effect. Any creature with legendary actions, or deemed too powerful to be controlled (like demigods etc.) is immune to this effect
\pagebreakNum ### Expanded Spells #### Morph Shadow *1st-level illusion* ___ - **Casting Time:** 1 action - **Range:** 120 ft. - **Components:** S, M (a piece of black cloth) - **Duration:** 1 hour - **Area of Effect:** 1 shadow You change the appearance of one normal shadow you can see within range into the form of your choice. If a shadow creature is the target, it takes 5d6 force damage, or half damage with a successful Constitution saving throw. #### Necrotic Feast *1st-level necromancy* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** Instantaneous - **Area of Effect:** Self You touch the corpse of a Small or larger creature that was slain in the past hour. You gain 5 (2d4) temporary hit points, which last until the end of your next rest. The corpse shrivels up and can’t be animated. **At Higher Levels**: For each spell slot used higher than 1st level, you can touch an additional corpse and gain 5 (2d4) additional temporary hit points for each corpse you touch. #### Shadow Sight *2nd-level divination* ___ - **Casting Time:** 1 action - **Range:** 30 ft. - **Components:** V, S - **Duration:** Concentration, up to 1 hour - **Area of Effect:** Self By peering into a nearby shadow, you can see out of any other shadow within 30 feet of you as if you were standing in that shadow. You are aware of all shadows you could use for this effect, even if your line of sight to them is blocked. #### Dark Confinement *2nd-Level Illusion* ___ - **Casting Time:** 1 action - **Range:** 50 ft. - **Components:** V, S, M (a spider web) - **Duration:** Concentration, up to 1 minute When you cast this spell, up to three target creatures within range must make a Charisma saving throw. If it fails, it is unable to enter into areas of bright light while the spell lasts. Attempts to do so feel as if struggling against a solid wall. The creature must be in dim light, darkness, or magical darkness when you cast the spell, or the spell fails. If the creature is forcefully moved into an area of bright light, the spell is suppressed until it moves back out of the bright light. **At Higher Levels**. When you cast this spell using a spell slot of 3rd level or higher, you can target an additional two creatures within range for each slot level above 2nd. \columnbreak #### Storm of Shadows *3rd-Level Evocation* ___ - **Casting Time:** 1 action - **Range:** Self (15 ft. radius) - **Components:** V, S - **Duration:** 1 round You tap into the Shadowfell and mix it with elemental forces to create a twisted replica of a fearsome thunderstorm. Each creature in the area except you must make a Dexterity saving throw. Creatures that fail take 3d6 cold and 3d6 lightning damage and are blinded for the spell’s duration by the flashing lightning and pulsing shadows. A creature that successfully saves takes half damage and suffers no further effects. **At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. #### Negative Image *4th-Level Evocation* ___ - **Casting Time:** 1 action - **Range:** 60 ft. - **Components:** V, S - **Duration:** 1 hour A 60-foot radius sphere of distorted light spreads from a point you choose within range. The sphere reverses light within the area: bright light becomes darkness, while dim light, darkness, and magical darkness become bright light. If you choose a point on an object you are holding or one that isn’t being worn or carried, the effect emanates from the object and moves with it. Objects that shed light, such as torches, within th spell’s area create darkness instead; the same goes for objects that create darkness. If any of this spell’s area overlaps with an area of darkness or light created by a spell, that spell’s lighting is similarly reversed. #### Shadow Blast *5th-Level Necromancy* ___ - **Casting Time:** 1 action - **Range:** Self (30-foot cone) - **Components:** V, S - **Duration:** 1 minute You unleash a pulse of draining shadows, hues of black and blue coruscating within. Each creature within the cone must succeed on a Constitution saving throw. On a failed save, the creature takes 6d8 necrotic damage. For the duration of the spell, the creature has disadvantage on Strength checks and Strength saving throws and deals only half damage with weapon attacks that use Strength. A creature that successfully saves takes half damage and suffers no further effects. Each round a creature is affected, it can make a Constitution saving throw at the start of its turn. Success ends the spell for that creature. **At Higher Levels.** When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for every slot level above 5th. \pagebreakNum #### Shadow Walk *5th-Level Illusion (ritual)* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** 8 hours You and up to five willing creatures touched are shifted to the border between the Material Plane and the Shadowfell, distorting reality to travel a great distance. While the spell is in effect, you and the other creatures move at a rate of 600ft., moving normally within the Shadowfell but traveling quickly relative to the Material Plane. Only you can travel along this path in a predictable manner; other creatures you bring along must follow you or risk becoming lost in the barrier between planes, having a 50% chance to show up in either plane once the spell ends. Because of the blurring of reality between the two planes, you can’t make out fine details of locations you travel past while shadow walking, though you can discern enough to know where you are on the Material Plane. At any point during the spell’s duration, you and the other creatures can exit from the planar boundary re-enter the Material Plane, which ends the spell. Any creature that doesn’t exit when you do gets lost within the planar boundary, as described above. #### Phantasmal Polymorph *5th-Level Illusion* ___ - **Casting Time:** 1 action - **Range:** 30 ft. - **Components:** V, S - **Duration:** Concentration, up to 1 minute With an invocation of jumbled words, you make a creature feel as though its has taken on a different form, when in reality it has not changed. A single target creature must make an Intelligence saving throw. Constructs and undead are unaffected by this spell. Failure means it believes it has become any form you specify, including any creature or object. If you choose an object, it can’t be an larger than 20 feet to a side. The creature perceives itself and events as if it were the chosen form, including any sounds or motions it makes or its own tactile qualities; for example, a human that believes it has been turned into a goblin will see its own reflection as a goblin and feel its own shape as if it were a goblin, even though to outside viewers the target has not changed physically in any way. The creature does not gain any special abilities of the new form and cannot use its own special abilities unless it could reasonably believe it could do so (such as a claws shared by both forms). It retains any special qualities the creature originally had that required no action on its part to use, such as regeneration or resistance to damage. If you make the creature believe it has become an object, the creature lies still and is stunned for the duration of the spell. Each time an outside force causes something that is contradictory to the target’s belief in its new form, the creature can make a new Intelligence saving throw to end the effect. This contradiction must be significant. For example, a Huge creature may be made to believe it has been transformed into a Small creature; this itself is not significant enough, but if it attempts to flee through a normal-sized doorway and finds that it cannot fit (due to its actual body still being Huge) it gets a new saving throw. A creature that believes it has been turned into an object is always considered to be a significant enough contradiction to allow this saving throw, which it makes at the start of each of its turns. A creature cannot make additional saves more than once per round, regardless of the number of stimuli it experiences.