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# Warlock, the Dark Star Pacts ___ ### Empyrean Horrors *There are things beyond our understanding from places that are, and that should not be. Be careful when you wish upon a star, you may be calling to empyreal horrors.* You have looked to the night sky and made your pact with a voidbound or Far-Realm-infested entity. Those who call out to these stellar bodies claim they hail from the Far Realm; truthfully, they come from any number of places and multiverses. Entities of this type include Atropus, the World Born Dead, the undead primordial of death and destruction; Caiphon, the Dream Whisperer; Zhudun the Corpse Star; Nihal, the Serpent Star; and similar celestial bodies. ### Expanded Spell List *1st level Dark Star feature* The Dark Star 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. Spells marked with (*) can be found in this supplement. | Spell Level | Spells | |:---:|:-----------:| | 1st | Khirad's Gruesome Insight*, Magnify Gravity | | 2nd | Caiphon's Guidance*, Darkness | | 3rd | Ihbar's Consumption*, Speak with Dead | | 4th | Atropus' Amniotic Detritus*, Death Ward | | 5th | Cone of Cold, Zhudun’s False Resurrection* | ### Unimaginably Far, Worryingly Close *1st level Dark Star feature* Starting at 1st level, you can project your patron's constant lurking dread on your enemies. As an action, you can create a spherical void of white specks reminiscent of the night sky. The sphere is centered on you, has a 15-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature ends its turn in this void, you can make that creature make a Wisdom save against your warlock spell save DC or become frightened for 1 minute or until your concentration is broken (as if you are concentrating on a spell). At the end of each of its turns, and each time you deal damage to it, the target can make another Wisdom saving throw. On a success, the creature is no longer frightened, and is immune to the frightened condition until they end a turn outside this effect. Once you use this feature, you can't use it again until you finish a short or long rest. \columnbreak ### Falling Star *1st level Dark Star feature* As a bonus action you can call forth a field of starlight to follow you indefinitely. The points of light occupy the same space as you and emit 20ft of light and another 20ft of dim light. As an action, you can expend this field to make a ranged spell attack using your warlock spell attack modifier on a target you can see within 60ft of you. On a hit, roll a number of d4s equal to your proficiency bonus. The creature takes that much Radiant damage, and the next attack on the creature has advantage. Once you use this feature, you can't use it again until you finish a short or long rest. ### Starbound *6th level Dark Star feature* Constantly reaching out to the stars has either brought you closer to them, or them closer to you. As an action you can create a gravitational anomaly centered on a point you choose within 30ft. The anomaly is a 20-foot-radius cylinder with up to 60ft in height. Creatures of your choice in this cylinder make a Dexterity saving throw against your warlock saving throw DC or be lifted in the air, up to the maximum height of the cylinder for 30 seconds. Creatures in the air from this effect can move within the cylinder as though they were swimming. This effect cannot be dismissed as you do not have full power over this anomaly, and can only be removed prematurely by an effect that dispels magic. Once you use this feature, you can't use it again until you finish a long rest. ### Voidborne *10th level Dark Star feature* Beginning at 10th level, sidereal influence has enhanced your mortal coil. You no longer need to breathe and you don't require sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests. Additionally, you may choose to fully embrace the gift of the first stellar patron and gain the undead type in addition to humanoid, preventing all aging. \pagebreakNum ### Empyrean *14th level Dark Star feature* At the beginning of true combat you can choose to channel your patron using your entirety. You become Empyrean, an avatar of your patron, appearing as a representation of one of their aspects. Appearances of this type include black stone covered with amniotic fluid akin to Atropus; a figure of purple fire akin to Caiphon; a writhing mass of worms or maggots akin to Nihal; a featureless and glowing pale figure akin to Zhudun; and similar forms. While you gain the following benefits while in Empyrean form: * You gain resistance to radiant damage. * You have a pool of d4s equal to your Charisma modifier. * It's hard to extinguish a star. When you are reduced to 0 hit points, you can spend dice from this pool to heal yourself. Roll the dice you spend, add them together, and restore a number of hit points equal to the total. You may only use this feature once until you finish a long rest. * When you would cast a spell or cantrip, you can spend a dice from this pool before the attack has been made to modify it. Roll from the Empyrean Entropy table to create a random modification to the spell. These effects are too entropic to be affected by Metamagic. Once combat ends the form disperses, losing all benefits of Empyrean form. Once you use this feature, you can't use it again until you finish a long rest.
### Empyrean Entropy | d4 | Spell Modification | |:---:|:---:| | 1 | ***Supernova.*** If the spell causes damage to a target, double the damage dice. If the spell is also an area effect, double the size of the area of effect. | | 2 | ***Solar Flare.*** The spell casts at one level higher than the spell slot used. If the spell cannot be upcast, no additional effects are applied. | | 3 | ***Radiation Burst.*** The spell casts a second time using the same action, and the caster can choose a different target for the second casting of the spell. The second cast does not consume a spell slot. | | 4 | ***Magnetic Field.*** The spell casts as normal, but the energy returns to the caster. After the spell ends as per its duration, the spell slot used to cast this spell is restored. |
# Spells of the Empyrean ### 1st level #### Khirad's Gruesome Insight *1st level divination* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** Instantaneous ___ *You reach out to the blue star of Khirad, whose apocalyptic whispers reveal a dire secret that hastens the downfall of those that stand in your way.* ___ You gain combat information of a creature you can see as though you rolled a natural 13 on a knowledge check of your choice and you take 1d4 psychic damage. You can add the related skill modifier to this natural roll. \columnbreak ### 2nd level #### Caiphon's Guidance *2nd level enchantment* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous ___ *The guide star shows you the path, but always at a cost.* ___ You beseech the purple star to guide your allies' strikes. Choose up to 3 creatures you can see within range, not including you. They deal an additional 1d6 radiant damage on attack rolls until the start of your next turn. In exchange, for each creature that gains this benefit you take 1d4 psychic damage. \pagebreakNum ### 3rd level #### Ihbar's Consumption *3rd level necromancy* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S, M (shred of black cloth) - **Duration:** Instantaneous ___ *Constantly growing and consuming, the dark nebula Ihbar saps the light of all covered under its gluttonous cloak.* ___ A plume of darkness bursts from you, consuming the light and life of all in a 30ft radius. Any source of mundane, non-magical light in this sphere is extinguished. In addition, each creature including yourself in this sphere must make a Wisdom saving throw or take 2d6 necrotic damage. For each creature other than yourself that is damaged by this spell, you are healed for half the damage each creature takes. If a creature succeeds the saving throw, they take half the damage and you gain no healing from this source. If you would be knocked unconscious by this damage, you fall unconscious following all the rules as normal, are prone, and then you are healed for the amount previously specified. ***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. ### 4th level #### Atropus' Amniotic Detritus *4th level necromancy* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (spit, bile) - **Duration:** concentration, up to 1 minute ___ *Lamenting a choice made in a time before the gods, Atropus constantly hurls the putrid afterbirth of its creation into the void.* ___ A creature within range that you can see makes a Dexterity saving throw. On a failure, it takes 4d8 necrotic damage and suffers one level of exhaustion, and on each of your turns for the duration, you can use your action to deal 2d8 necrotic damage to the target automatically. On a success, it only takes half damage and no levels of exhaustion, and the spell ends. Any levels of exhaustion caused by this spell go away when the spell ends. ***At Higher Levels.*** When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 1d8 for each slot level above 4th. \columnbreak ### 5th level #### Zhudun’s False Resurrection *5th level necromancy* ___ - **Casting Time:** 10 minutes - **Range:** Touch - **Components:** V, S, M (a diamond worth at least 500gp, which the spell consumes) - **Duration:** Instantaneous ___ *The corpse star grants the ability to bring others back to life, albeit in a twisted form. The soul’s final moments free of its corporeal fetters are engulfed by blinding, cold light and the stench of rotting flesh, then it rises again bound to a new fate.* ___ You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. The target returns to life with half its hit points, even if it is not willing. It can resist being brought back if it was previously 12th level or is protected by another patron or powerful entity. When a creature is returned in this way, it becomes considered humanoid with the undead subtype regardless of its previous conditions. This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. Coming back from the dead is an ordeal, even in undeath. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.