The Shadowmaster (5e Subclass)
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A Warlock of Baron Samedi |
You made a pact with a shady entity, whether of the Shadowfell, Deep Ethereal, or even the Abyss.
Expanded Spell List
The Shadowmaster lets 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.
Shadowmaster Expanded Spells
Spell Level Spells
- 1st dissonant whispers, Tasha's hideous laughter
- 2nd blindness/deafness, phantasmal force
- 3rd hunger of hadar, sound of discord*
- 4th phantasmal killer, greater invisibility
- 5th mislead, creation
Heart of Darkness
At first level, you learn the shade blast* cantrip, and it is a warlock spell for you. When casting shade blast, you add your Charisma Modifier (min. 1) as bonus damage. You also have darkvision to a range of 60 feet. If you already have darkvision, its range is increased by 60 feet. As a bonus action, you may extinguish all nonmagical flames (no larger than a torch) within 30 feet. You also gain the Warlock's invocation Masks of many faces.
Blink
At 3rd level, You may teleport 30 feet in any direction you can see as a bonus action as like the Misty Step spell. You can not cast spells after you blinked until the next round, but you can use a cantrip or do attacks. If done to instigate combat you get a surprise round. You may use this feature a number of times equal to your wisdom modifier (min. 1). When you finish a long rest, you regain your expended uses.
Umbral Aura
Starting at 10th level, you exude a dark aura up to 10 feet around yourself. You become immune to necrotic damage, and allies within the aura resist necrotic damage. You and allies within the aura add your charisma modifier (min. 1) to stealth checks. The aura's radius increases to 30 feet at level 18.
Shadow Prison
At 14th level, you gain the ability to trap your foes in an ethereal prison of shadow. When you hit with an attack, you can conjure a magical column of darkness within 60 ft that engulfs the target, ejecting other creatures in the target's premise to the closest unaffected space of their choice.
The targeted creature takes 4d10 necrotic damage and is restrained. A creature in the prison is blinded and no magical or nonmagical light can illumiante the prison from within. The column lasts one minute and it blocks the line of sight.
At the end, of each of the creature's turns while subjected to this effect, it may make a wisdom saving throw against your Warlock Spell save DC. On a successful save, the creature is no longer restrained, and it may exit the prison but is blinded until the end of its next turn. On a fail, it takes additional 4d10 necrotic damage and is still blinded and restrained.
You must complete a long rest to use this feature again.
Spells
Shade Blast
-necromancy cantrip-
1 action; V,S; 120 ft; instantaneous
A dark lance of negative energy leaps from your fingertips at a target within range. Make a ranged spell attack against the target creature. On a hit, the creature takes 1d8 necrotic damage. If you attack a creature that stands in dim light or darkness, the damage dice becomes a d12s instead.
This spells damage increases by 1d8 when you reach 5th level(2d8); 11th level (3d8), and 17th level (4d8).
Sound of Discord
-evocation 3rd level-
1 action; V,S; self (60ft line); instantaneous
A harsh chord carries forth down a 60ft line from yourself. Creatures in the line must make a Constitution Saving Throw. They take 3d6 thunder and 3d6 psychic damage on a failure and cannot take reactions until the start of your next turn. A creature that is deaf or otherwise cannot hear you suffers only psychic damage and lose their reaction. On a successful save, they only take half damage and keep their reaction.
Casting this spell at higher levels deals an additional 1d6 thunder damage and 1d6 psychic damage for each level cast beyond the 3rd.
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