Warlock: Cloak and Dagger
Pact of the Cloak
Invocations For All
Winter by Janna Sophia

How does one steal the power of a god? Known only as 'Knife In The Dark' before attaining greater power, they were a master thief.
A true genius of theft and subtlety, they stole the power of a god and got away scott free. Knife In The Dark acts through a special dagger, the Dusknife, that only you can summon, which grants the talents and abilities any thief would need to accomplish whatever the job requires.
Expanded Spell List
Knife In The Dark lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to your warlock spell list.
Knife In The Dark Expanded Spells
| Spell Level | Spell |
|---|---|
| 1st | alarm, fog cloud |
| 3rd | enhance ability, pass without trace |
| 5th | blink, sending |
| 7th | arcane eye, greater invisibility |
| 9th | passwall, skill empowerment |
The Dusknife
At 1st level, by utilizing and expending a handful of metal equal to or greater than 1gp of worth, you summon a special knife made of solidified shade, as an action; this is the Dusknife. It is a simple melee weapon with which you are proficient. The Dusknife deals 1d4 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). When you use the attack action with the Dusknife, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.
The Dusknife may be used to pick locks and disarm traps as if you were using and had proficiency with Thieves’ Tools.
If you do not have your Dusknife, you can use a bonus action to cause the Dusknife to reappear in your hand.
At higher levels, the Dusknife becomes more powerful. Starting at warlock level 6, once per turn when you deal damage with your Dusknife, you add an extra 1d4 to the damage, 2d4 at level 10, 3d4 at level 14, and 4d4 at level 18.
Thief’s Intuition
Also at 1st level, your patron imparts some of their grace, choose Sleight of Hand or Stealth to gain proficiency in.
Additionally, prior to making an ability check or saving throw that you don't have proficiency in, you may choose to add your proficiency bonus to that the roll (no action required). This feature can be used a number of times equal to your Charisma modifier, and all expended uses are restored when you finish a long rest.
Thief’s Talents
At 6th level, your patron grants you abilities they knew in life. You learn Thieves Cant, as per the Rogue feature.
Additionally, you may allow your Dusknife to guide you for the next minute (no action required), you gain Thief’s Talents. While you have Thief’s Talents, you have advantage on Dexterity saving throws and once on each of your turns you may use one of the following abilities:
Shadow Rope. Cast levitate or feather fall without expending a spell slot which lasts until the end of your next turn.
Honed Reflexes. As a bonus action, take or plant an item on a humanoid or perform the Disengage, Hide, or Search action.
Once you have used this feature, you may not use it again unless you have taken a long rest or have expended a warlock spell slot to use it again.
Armor of Shade
At 10th level, your Dusknife creates a protective cloak of shadows around you. After taking the Hide action or when rolling an attack with advantage while using your Dusknife, you gain temporary hit points equal to half your warlock level.
Additionally, the range with with you can throw your Dusknife improves from 20/60 to 30/90.
Master Thief
At 14th level, your magics granted through the Dusknife allow you to sneak an entire crew into any area. Twice per long rest, as an action, you may cast gaseous form on up to 10 willing creatures you can see within 15 feet of you. When you cast this spell using this feature, the speed of a target of this spell becomes 60 feet instead of 10 feet.
Pact of the Cloak
Your patron gives you cloak, a sheet of patternless cloth, woven with shadow and magic, warn over the shoulders that can range from floor-length and to mid-back in length. You decide if it has a hood and can change the size, texture, color of your cloak when you finish a long rest.
When attempting to Hide, you do not need to break line-of-sight to perform your Hide action.
Additionally, a number of times per long rest equal to your proficiency bonus, when you take the Hide action, you may become invisible. Your invisibility ends when you cast a spell, make an attack, or at the start of your next turn.
If you lose the cloak, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous cloak. The cloak turns into mundane threads that unweave and blow away when you die.
Knife In The Dark Pacts
When you take different pacts with the Knife In The Dark patron, you gain the following for each pact:
Pact of the Cloak: once per turn, when you attack with your Dusknife and roll with advantage or with an ally within 5 feet of your target, you may add 1d8 plus your warlock class level to the damage.
Pact of the Blade: You may use your pact weapon as the base weapon for the Dusknife. The additional damage dealt starting at level 6 may only be applied once on your turn and continues to be a d4.
Pact of the Chain: If your familiar can see you, they can use their bonus action to give you advantage on the next melee attack you make with your Dusknife.
Pact of the Talisman: In addition to using the talisman after failing an ability check, you may also use the talisman after missing an attack roll.
Pact of the Tome: You may use the Dusknife as an arcane focus. Additionally, you may change the damage type of a spell of any 1st level or higher to psychic or necrotic damage once per short rest.
Invocations
Arrow in the Dark
Knife In The Dark Patron, Pact of the Blade
Instead of summoning a Dusknife, you may summon the Blackbow, a +1 longbow with which you are proficient in. The Blackbow deal psychic damage on a hit and you can use your Charisma modifer instead of Dexterity for the attack and damage rolls.
Starting at warlock level 6, once per turn when you deal damage with your Blackbow you may add an additional 1d6 to the damage, increasing to 2d6 at level 10, 3d6 at level 14, and 4d6 at level 18.
Armored Cloak
15th-level, Pact of the Cloak
Without expending a spell slot, you may cast shield at will while you have your cloak on.
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Door From Nothing
13th-level, Pact of the Cloak
You may cast arcane gate without expending a use of Mystic Arcanum. You may not cast that spell using this invocation again until you have finished a long rest.
When you use this invocation to cast arcane gate the range become 1 mile.
Sleep Tight
5th-level, Knife In The Dark Patron, Pact of the Cloak
You may cast tiny hut by planting your Dusknife in the ground and without using a spell slot once per long rest. When cast this way, each creature within the spell's dome is under the effects of the nondetection spell and does not suffer from nightmares.
Eldritch Adrenaline
5th-level, Knife In The Dark Patron, Pact of the Cloak
When you roll initiative, you may use your reaction and expend a warlock spell slot to add your proficiency bonus to your initiative and gain temporary hit points equal to 3 times the level of spell slot expended. For the next minute, your walking speed increases by 10 feet, you have a climbing speed equal to your walking speed, and your jump distance is doubled.
Fiendly Guidance
Knife In The Dark Patron, Pact of the Chain
A number of times per long rest equal to your proficiency bonus, if your familiar is alive and within 5 feet of you, you may grant yourself advantage prior to rolling a d20 Test.
Marconi's Cloak of Traversing
5th-level, Pact of the Cloak
As a bonus action, a gust of wind picks you up by your cloak, you may fly up to 20 feet before the end of your turn. If you are still aloft at the end of your turn, you float gently to the ground. You may cast feather fall once per long rest without expending a spell slot.
McGuffin's Magic Map
7th-level, Knife In The Dark Patron
You may cast locate animals or plants, locate creature, and locate object once each per long rest without expending a spell slot.
Paracelsus's Strike
Knife In The Dark Patron
You inject an eldrtich toxin as you stab with your Dusknife. Once per turn when you hit a creature with your Dusknife, you can expend a warlock spell slot to deal an extra 1d8 poison damage to the target, plus another 1d8 per level of the spell slot. The creature damaged must make a successful Charisma save against your spell save or be poisoned until the end of their next turn.
Pickpocket's Pal
7th-level, Knife In The Dark Patron, Pact of the Cloak
You have advantage on checks related to planting or removing an item from a creature unnoticed and may attempt to do so as a bonus action.
You can also cast tiny servant once per long rest without expending a spell slot.
Plank's Penumbra
Pact of the Cloak
You may take the Hide action as a bonus action.
You can also cast invisibility once per long rest without expending a spell slot.
Senses Attuned
3rd-level, Knife In The Dark Patron
You can cast find traps at will without expending a spell slot.
Shade's Delight
Pact of the Cloak
When you roll a d20 while perform any Dexterity check, you may choose to treat any roll below 8 as a roll of 8 a number of times per long rest equal to your proficiency bonus.
You can also cast pass without trace once per long rest without expending a spell slot.
Shepherd of the Darkness
Knife In The Dark Patron, Pact of the Cloak
You may expend a warlock spell slot as an action to brandish your Dusknife and gain an aura to aid your allies. While maintaining concentration for the up to an hour, you and any ally within 30 feet gains a bonus to their Hide ability checks equal to twice your proficiency bonus and their movement increases by 15 feet.
Silver-tongued Devil
Knife In The Dark Patron
You gain proficiency with the Disguise Kit and gain proficiency in the Deception skill.
You may also cast charm person once per long rest without expending a spell slot.
Smith-of-shadows
7th-level, Knife In The Dark Patron
You gain proficiency with Smith's Tools and once per short rest, you may change the damage dealt by your Dusknife from psychic to either acid, cold, fire, necrotic, or radiant.
Additionally, you may use a dagger instead of a handful of metal to summon your Dusknife; if that dagger has any special properties such as being made of silver, carrying a curse, or enchanted by magic, then your Dusknife takes on those properties in addition to the Dusknife's normal attributes.
Soref's Blessing
5th-level, Knife In The Dark Patron
You gain proficiency in Thieves' Tools. When attemtping to pick a lock causes you to make a saving throw, such as by triggering a trap, you may use your reaction to add an your proficiency bonus to the saving throw for yourself and any ally within 15 feet of you.
You may also cast arcane lock and knock once each per long rest without expending a spell slot.
Speed of Shadows
7th-level, Pact of the Cloak
While you are in an area of dim light or darkness, your movement speed is increased by 10 feet.
You can also cast dimension door once per long rest without expending a spell slot.

Spell-eater
Knife In The Dark Patron, Pact of the Cloak
Your cloak consumes and redirects magic into your Dusknife. A number of times per long rest equal to your proficiency bonus, you may use your reaction to halve the damage received from a spell or other magical ability. The next attack roll you make with with your Dusknife, do so with advantage and the first time you roll damage with your Dusknife within the next minute, the target takes an extra amount of force damage equal to your warlock level.
Spellblade
11th-level, Knife In The Dark Patron
You may cast a spell into your Dusknife, storing it there until you finish a short or long rest. You may trigger this spell through your Dusknife either as the spell would normally be cast or, if the spell has a cast time of an action or bonus action, then you may trigger the spell after a successful attack, targeting the creature attacked.
The targeted creature has disadvantage on the saving throw or you roll with advantage if the spell requires a spell attack roll, if required.
The Guided Knife
9th-level, Knife In The Dark Patron
When attacking with your Dusknife, you gain a +1 bonus to attack rolls and damage, you deal an extra 1d4 when attacking with advantage, and your attacks score a critical hit on a roll of 19 or 20.
The Perfect Crime
11th-level, Knife In The Dark Patron
You may cast modify memory and seeming once each per long rest without expending a spell slot.
The Skill Gatherer
Special Prerequisite
You gain proficiency in a skill of your choice. Additionally, choose one of your skills that you are proficient in; your proficiency bonus is doubled for any ability check you make that uses that chosen proficiency.
You may take this invocation multiple times depending on your warlock level. At 3rd level you may take this invocation once, you may take this invocation again starting at warlock level 7, and a third instance of this invocation at warlock level 14.
Thief's Eyes
Knife In The Dark Patron
You can see in darkness as if it is dim light out to a distance of 30 feet, ou have a +5 bonus to your passive Intelligence (Investigation) and passive Wisdom (Perception) scores, and a number of times per long rest equal to your proficiency bonus you may gain advantage on ability checks reliant on vision prior to rolling (no action required).
Vault of the Consuming Cloak
Pact of the Cloak
Your cloak consumes an object you are holding, causing that object to vanish. The object, which only you can be holding and can weigh no more than warlock level multiplied by four pounds, is transported to an extradimensional space, your private vault within your cloak, where it remains until recalled; if you die, the items held within your vault spew forth around your corpse in 1d4 days.
Your vault can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. Retrieving an item from your vault requires an action. Your cloak will not consume an object that has an extradimensional space
