Otherworldly Patron: The Haunted
Shadowfell is more than just a mirror, even as darkly cast and twisted as it is. This plane is the destination of souls loosed from their bodies. It is the domain of the dead, the final stage of the soul's journey before moving on to the unknown. For this reason, Shadowfell draws the attention of any with an interest in death. a place of deep shadows, of familiar yet alien landscapes, of vistas that snatch the breath, and of mind-rending visions. Sometimes, creatures known as Nagpa make a pact with creatures of material plane that have nothing to lose and everything to gain, creatures haunted like them: Long ago, the Raven Queen cursed a cabal of thirteen powerful wizards for meddling in a ritual that would have helped avert a war between the gods. She stripped them of their beauty, turning them into scabrous, bi r d like monstrosities. The nagpas now plot as they ever did, but they now strive to bring about terrible, world shaking calamities so they can pry secrets and power from the wreckage their conspiracies create.
Nagpas work in the shadows, manipulating events to bring about ruin. As accomplished magic-users, they can bring to bear an array of spells to make agents of other creatures, influencing their decisions in subtle ways and pulling on strings to make them into unwitting accomplices in their own destruction. Warlock of this pact may be chaotic but not necessary evil.
Haunted Features
Warlock Level | Feature |
---|---|
1st | Survival instinct, Corruption Hex |
6th | Improved Hex |
10th | Shadow Avoidance |
14th | Mind Paralysis |
Haunted Expanded Spell List
Spell Level | Spells |
---|---|
1st | Alarm, Bane |
2nd | Pass Without Trace, See Invisibility |
3rd | Bestow Curse, Nondetection |
4th | Confusion, Charm Monster |
5th | Geas, Dominate Person |
Survival instinct
Starting at 1st level you gain proficiencies in Deception, if you are already proficient choose Perception or Insight instead. The influence of your patron also give you a momentary magical sight when most needed. For one turn you gain benefits of True Sight. You can use this feature once per long rest.
Corruption Hex
At 1st level you gain the ability curse someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, he gain the following malus:
- Target can't critical hit you, this hit is treated as a normal hit.
- Target has disadvantage on all Ability Check on Charisma (Persuasion, Entertainer)
- Target has disadvantage on all Ability Check on Wisdom (Perception) made to perceive you.
- Your Eldritch Blast gain the Repelling Blast benefits against the target.
Improved Hex
At 6th level when you successfully curse an enemy you can add one of these effects:
- Target is blinded until the start of your next turn.
- On his next turn target can't walk towards you.
- Until the start of your next turn the target has disadvantage on the first attack roll made to hit you.
Spells like Hex, Bestow Curse and Bane can be used with this feature. If you curse more than one enemies, you can choose different effects for each of them.
Shadow Avoidance
At level 10th each time a cursed creature move close 5 feet to you, uou can use your reaction to teleport 3 feet away in a place that you can see. You can use this feature a number of times equal your Charisma modifier, you regain all uses after a long rest.
Mind Paralysis
At level 14th as a bonus action each creature within 30 feet of you must succeed on a Wisdom saving throw or be paralyzed for l minute. A paralyzed target can repeat the saving throw at the end of each of it's turns, ending the effect on itself on a success. Undead and constructs are immune to this effect. Cursed creatures make the saving throw with disadvantage.
Image credits: Wizard of the Coast