Otherwordly Patron:
The baleful night
On the darkest of nights, unspeakable horrors lurk at the edge of sight and comprehension. You have made a pact with a manifestation of this dark night, and took on the mantle as one of its horrors. Patrons of the night include Pale night, Pandorym, or other forgotten obyrith lords and Infested stars.
Warlocks of the night are Specters that revel in the silent hunt. As assassins or madmen, they seek out the mysteries of the world clad in darkness, and prey on the unfortunate souls that wander in it.
Baleful night expanded spells
| Spell Level | Spells |
|---|---|
| 1st | fog cloud, wrathful smite |
| 2nd | detect thoughts, silence |
| 3rd | speak with dead, spirit guardians (necrotic) |
| 4th | arcane eye, phantasmal killer |
| 5th | antilife shell, cone of cold |
Specter of the mist
1st level Baleful night feature
When you would take damage, you can use your reaction to cause your form to fade away like an illusion. You reform in an unoccupied space you can see within 30ft of you, and the damage you would take is reduced by an amount equal to your charisma modifier + half your warlock level (rounded down).
You can use this feature once, and regain expended uses when you reduce a hostile creature to 0 hit points.
Myriad visions
6th level Baleful night feature
When a creature deals damage to you and you use specter of the mist, you can cause the fading illusion to resemble someone the creature loves or fears. The creature must make a wisdom saving throw. On a failed save, it takes psychic damage equal to your charisma modifier + your warlock level, and is frightened until the end of your next turn.
Fear eater
10th level Baleful night feature
You gain immunity to being frightened. You have advantage on attack rolls against frightened creatures and on saving throws inflicted by them.
Nightmare touch
14th level Baleful night feature
As an action, you can turn the world in a 1 mile radius around you to nonmagical darkness, and create illusions as per mirage arcane. The changes last for 10 minutes. For the duration, you can use your bonus action on each of your turns to target a creature you can see and assault it with nightmares. The creature is frightened until the end of your next turn.
A creature can use its action to make a wisdom saving throw to disbelieve the nightmares. On a success, it can't be frightened by this feature for the next 24 hours.
You can use this feature once, and regain expended uses on a long rest.
Baleful night by Lucifer