Shadow-Knight Warlock

by AlchemicDinosaur

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Shadow-Knight

Your patron is an enigmatic entity that exits in a world between worlds. Entities of the Shadowfell watch over the world seeking forbidden or forgotten knowledge of mortal realm to fufill their inscrutable plans and schemes.

Such beings dwell in a dark and decayed reflection of the mortal world. Their abilities to reach into the world are limited,so they turn to mortal warlocks to serve their will.

Warlocks sworn to the Shadowfell receive visions and whispers from them in the space between sleeping and waking, sending them on quests and warning them of impending dangers.

Your patron may be powerful lich who hides within shadowfell, an echo of powerful souls that are trapped within, or even the Raven Queen herself who rules over the Shadowfell.

Strike a Bargain...

Think about the nature of your pact. What do you gain from these dark powers and what did you give up or promise to them in order to receive them? Perhaps the shadows you manipulate are more sinister than simple darkness.

Expanded Spell List

The Shadowfell grants you an expanded list of spells. You learn the following spells at the levels listed, and they do not count against your total number of Warlock spells known.

Shadow-Knight Warlock Spell List
Spell level Spells
1st Cause Fear, Searing Smite
2nd Enhance Ability, See Invisibility
3rd Blinding Smite, Spirit Shroud
4th Staggering Smite, Greater Invisibility
5th Wall of stone (Composed of Inky-Back Shadowstuff), Destructive Wave

Umbral Knight

At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial melee weapons.

The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and manipulate the weapon's form with shadow-stuff. You may add or remove the heavy property from the weapon, increase the damage die by 1 step (1d4 to 1d6 to 1d8 to 1d10 to 1d12), or grant it the reach or finesse property if it didn't already have it. This benefit lasts until you finish a long rest.

Unnerving Might

At 1st level, an icy chill hangs in the air around you. You gain proficiency in the Intimidation skill. You can use a bonus action after dealing damage to a creature to instill it with fear. The creature must make a Charisma save vs your spell save DC or be frightened of you for 1 minute. The creature gets another save each round at the end of its turn.

Extra Attack

Beginning at 6th level, you can attack twice, instead of once, when you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

Roiling Shadows

At 10th level, as an action, you can cause the area within 15 feet of you to become dim light, negating the effects of any light spell with a level equal to or less than your pact magic spell slot level. This change lasts for 1 minute. While you are in this area of dim light or darkness the area within 15 feet of you is considered difficult terrain as the shadows churn with unnatural movements and cling to your foes. Additionally, hostile creatures impeded by this difficult terrain make opposed athletics and acrobatics checks against you at disadvantage. You may use this ability once per long rest and may expend a Warlock spell slot to use it again.

Shield of Shadows

Starting at 14th level you can manipulate shadowstuff into a effective, albeit temporary, shield. Whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.

 

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