The Devouring Dark
You have bound yourself to a being of inscrutable darkness and gained power over the shadows. The shadows are not merely the physical darkness that shields you from the light and prying eyes, but also the darkness you leave behind in the minds and hearts of others as you slowly rob them of everything that matters to them–their hopes, their values, and even their memories–to feed the insatiable hunger of your patron.
Your patron might be one of the Dark Powers of Ravenloft, a powerful entity native to the Shadowfell, or even the planeswalker Ashiok in Theros. Whoever–or whatever–your patron may be, all patrons of this type are linked by an affinity for darkness and an implacable drive to devour all that is held dear.
Expanded Spell List
The Devouring Dark 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 |
|---|---|
| 1st | dissonant whispers, sleep |
| 2nd | blindness/deafness, calm emotions |
| 3rd | blink, nondetection |
| 4th | greater invisibility, phantasmal killer |
| 5th | geas, modify memory |
Dark Displacement
At 1st level, you can use the darkness of your patron to defend yourself. When a creature you can see hits you with a melee attack, you can use your reaction to teleport to an unoccupied space up to 10 feet away, turning the hit into a miss. When you teleport, you leave behind a 10 foot cube of magical darkness centered on the creature that triggered the reaction. The magical darkness lasts for a number of rounds equal to your Charisma modifier (minimum of one round).
Once you have used this feature, you cannot do so again until you complete a short or long rest.
Satiable Hunger
By 6th level, you have begun to share your patron's appetites and can devour the light in the hearts of others to empower yourself. As an action, you can force one creature you can see within 60 feet of you to make a Wisdom saving throw against your spell save DC. On a failure, the creature is paralyzed until the end of your next turn as it is overcome by regret and anguish. You also gain one of the following benefits:
- The next time you cast a spell that forces a creature to make a saving throw to resist its effects, you can give one creature you can see that is targeted by the spell disadvantage on the first saving throw it makes against the spell.
- You gain temporary hit points equal to half of your warlock level.
Once you use this feature, you cannot use it again until you complete a short or long rest.
Fear of the Dark
Beginning at 10th level, the size of the cube of magical darkness created by your Dark Displacement feature increases to 20 feet. Additionally, when the magical darkness appears, creatures other than you within its area must make a Wisdom saving throw against your spell save DC or become frightened of you until the end of their next turn. A creature frightened in this manner has disadvantage on ability checks and attack rolls even if it can't see you.
Doom and Gloom
Starting at 14th level, you can momentarily channel the full force of your patron's hunger through your magical darkness. As a bonus action, choose an area of magical darkness that you can see created by one of your spells or features within 60 feet of you. Creatures other than you in its area must immediately make a Wisdom saving throw against your spell save DC or else become unconscious as they are emptied of everything but despair. A creature that fails its saving throw can repeat this saving throw at the end of each of its turns, taking 4d8 psychic damage and regaining consciousness on a success. After three rounds, any creatures still rendered unconscious by this feature take 8d8 psychic damage and regain consciousness.
Once you use this feature, you cannot do so again until you finish a long rest.
