Otherworldly Patron: The Lord of Shadows
Your Patron is Mask, god of shadows and thieves, who sees all that passes in the dark. Residing in his Shadow Keep in the Shadowfell, he manipulates and schemes to possess more power.
Perhaps your conniving ways caught his eye, and in approval he has granted you a portion of his power to aid you in your machinations, or perhaps you are simply just a minor cog in his grand scheme playing out across the planes, too large for you to fathom. However it came about, the only path forward is to take what you can and give nothing back.
Expanded Spell List
The Lord of Shadows 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.
| Spell Level | Spells |
|---|---|
| 1 | Disguise Self, Feather Fall |
| 2 | Alter Self, Pass Without Trace |
| 3 | Catnap, Haste |
| 4 | Arcane Eye, Greater Invisibility |
| 5 | Geas, Mislead |
Bonus Proficiencies
Beginning at 1st level, The Lord of Shadows encourages subtlety in all endeavors. Select two skills from Deception, Persuasion, Insight and Stealth. You become proficient in these skills.
Eyes in the Darkness
Also at 1st level, The Lord of Shadows grants you the sight to move safely in the darkness. You gain darkvision out to a range of 120 feet. You are able to see in both nonmagical and magical darkness.
In addition, whilst in dim light or darkness you may take the Hide action using your bonus action. Whilst hidden, you have advantage on Wisdom (Perception) checks to hear and see other creatures, as well as advantage on Wisdom (Insight) checks to establish the veracity of their words.
At 14th level your sight improves further and whilst in dim light or darkness you gain truesight out to a range of 30 feet.
Whispers in the Dark
Starting at 6th level, your own form can become a malleable mass of shadow, allowing you to reside in the shadows of others. As an action you can inhabit the shadow of another creature of any size for up to 1 hour. To do this you must be within 30 feet of the target creature. Whilst in the creature's shadow, the creature is unaware of you and you see and hear everything that happens around the creature.
Art Credit
Mask, God of Thieves by Vlad Ogorodnyk


You may choose to leave the creature's shadow before the 1 hour time limit (no action required) and physically manifest within 5 feet of it. Alternatively, you may manifest up to 30 feet away from the target if there is sufficient dim light or darkness within 30 feet of the target to manifest within (at the DM's discretion). After 1 hour has passed, you are forced out of the creature's shadow and manifest within 5 feet of the creature (you may not attempt to Hide in nearby darkness as with voluntary expulsion).
As a bonus action whilst inhabiting a creature's shadow, you can make a Charisma check with advantage against the creature's Wisdom saving throw. On a failure, the creature becomes aware of your presence and you are forced out of their shadow, manifesting within 5 feet of them (you may not attempt to Hide). On a success, you are able to talk to the creature and move their shadow, though only they perceive this. In addition, you can add your proficiency bonus to Charisma (Deception) and Charisma (Persuasion) checks made to influence the creature.
At 10th level your power increases and you deal 1d8 psychic or necrotic damage for every 10 minutes spent inhabiting a creature's shadow. At 14th level you can reside in a creature's shadow for up to 8 hours.
Once you use this feature, you can't use it again until you finish a long rest.
One with the Dark
At 10th level you are deadliest in the darkness. Whilst in dim light or darkness you are always under the effects of pass without trace (this does not affect creatures other than yourself, and cannot be increased further through the casting of pass without trace by you or another creature) and spells you cast whilst hidden no longer reveal you.
In addition, whilst in dim light or darkness you can deal an extra 2d8 necrotic damage with one attack you make per round.
Shadow Puppet
Starting at 14th level, as your power continues to grow, you begin to exert control on the shadows around you bending them to your will. Your shadow can now perform the somatic component of spells, even if you would normally be unable to.
In addition, you are capable of detaching your shadow from yourself to create a separate entity to aid you. Using your action, you cast the summon shadowspawn spell as written, but require no material components as the shadowspawn is your own shadow. When you cast a spell on your turn you can choose for it to be released from your shadow instead.
Once you use this feature, you can't use it again until you finish a short or long rest.
The Dogma of Mask
All that occurs within shadows is in the purview of Mask. Ownership is nine-tenths of what is right, and ownership is defined as possession. The world belongs to the quick, the smooth-tongued, and the light-fingered. Stealth and wariness are virtues, as are glibness and the skill to say one thing and mean another, twisting a situation to your advantage. Wealth rightfully belongs to those who can acquire it. Strive to end each day with more wealth than you began it, but steal what is most vital, not everything at hand. Honesty is for fools, but apparent honesty is valuable. Make every truth seem plausible, and never lie when you can tell the truth but leave a mistaken impression. Subtlety is everything. Manipulation is better than force, especially when you can make people think they have done something on their own initiative. Never do the obvious except to conceal something else. Trust in the shadows, for the bright way makes you an easy target.