Warlock Patron - The Dark Powers

by Frootbat

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The Dark Powers

Your patron is a mysterious being that lords over the Shadowfell, siphoning off it's negative emotions for their own goals. These goals, much like the powers themselves, are a complete mystery to all. These beings are known to grant powers to those who commit acts of unfathomable evil, to the extent that the gods must seal them away for all time. This is not a setback for the Dark Powers however, as they use these prisoners as fuel for their own needs. Many warlocks who take this pact either serve their masters using the powers siphoned from these wretched souls, or spend an eternity in a dread domain of their own.

Expanded Spell List

The Dark Powers let 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.

Dark Powers Expanded Spells
Spell Level Spells
1st fog cloud, inflict wounds
2nd pass without trace, phantasmal force
3rd spirit guardians(necrotic), wind wall
4th private sanctum, phantasmal killer
5th creation, wall of force
15th illusory dragon

Heinous Infusion

At 1st level, your power warps your personality and your outlook on the world. You gain proficiency in either Deception or Intimidation, and you gain Darkvision out to 60 feet.

Coerced Betrayal

Starting at 1st level, your patron corrupts those around you, turning their violent intentions against others. When you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to choose a different creature within 30 feet of you, other than the attacker. The chosen creature becomes the target of the attack, using the same roll. This magic can transfer the attack's effects regardless of the attack's range.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Beckon Negativity

Starting at 6th level, you learn the Summon Shadowspawn spell, which counts as a warlock spell for you. You can cast it without using a material component, and you can cast it at the level of your pact magic slots without expending a spell slot. Once you use this feature, you cannot do so again until you finish a long rest. Additionally, when you cast the spell with this feature or using a pact magic spell slot, it gains the following benefits:

  • The spell does not require concentration.
  • The spell acts as if you cast it with a spell slot 1 level higher.
  • The spell ends if you cast it again.

Unending Nightmare

Beginning at 10th level, your masters grant you a longer life, either to serve them or to spend in imprisonment. You are immune to the frightened condition, and for every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged. Additionally, if you start your turn in magical darkness with less than half your hitpoint maximum, you regain a number of hitpoints equal to your proficiency bonus.

Ensnaring Mist

At 14th level, you can call the mists of the dread domains to trap your enemies. As an action, you can cause mist to circle around you to a 20 foot radius for 1 minute or until you end the effect as a bonus action. While the mist remains, you and anything in the mist is considered heavily obscured and magical darkness, but you and creatures you choose can see through the mist normally. Whenever a hostile creature ends it's turn in the mist, it must make a Charisma saving throw or be frightened. While frightened in this way, the creatures speed is reduced to 0. The frightened creature can make another saving throw at the end of it's turn, ending the effect on a success. The effect also ends if the creature starts it's turn outside the mist.

Once you use this feature, you can't use it again until you finish a long rest.

 

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