Warlock: Pact of the Dark One

You have made a pact with a being of darkness that lies beyond the touch of the mortal realm. A being that wishes for darkness to spread or to cause fear amongst the living and has chosen you as its host. While not necessarily inherently evil, this being enjoys feeding off fear.

The origins of this being are unclear. Perhaps a creation of an evil mortal or a culmination of hate, cruelty, and malice gathered together over centuries.

This subclass is designed for the all settings.

Expanded Spell List

The Dark One 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.

Dark One Spells

Spell Level Spells
1st False Life, Wrathful Smite
3rd Blindness/Deafness, Wither and Bloom
5th Feign Death, Phantom Steed
7th Death Ward, Phantasmal Killer
9th Dominate Person, Insect Plague

Vessel of Darkness

You have a vessel for your patron, a piece of jewelry that you keep on you at all times, for no one else should touch it. It is your precious…

Your vessel can act as a spellcasting focus for your Warlock spells.

While touching your vessel, you can invoke the following effects:

Gift of the Dark One

Starting at 6th level, you begin to change, twisted by your Patron. Your eyes grow darker, and you age at a slower rate, as every 2 years is equal to 1 for you.

You gain resistance to necrotic damage and gain the Devil’s Sight Invocation for free. This does not count against your known evocations, and if you already have this one, you may choose another. You also cannot be blinded by magic.

Infectious Fear

At 10th level, when you use Fear of the Dark One, the fear you strike in your enemies becomes infectious. If an enemy ends their turn within 10 feet of a feared target, they also must make the Wisdom saving throw, becoming frightened on a failure. This can spread to a number of creatures equal to your Charisma modifier, adding one for every feared enemy killed by you.

Additionally, creatures that have taken damage from you in combat have disadvantage on the first Wisdom save against your Fear of the Dark One.

Feed off their Fear

Starting at 14th level, you gain 1d6 Temporary Hit Points whenever a creature becomes frightened of you. These stack with each other but not with other sources of Temporary Hit Points.

Additionally, you can expunge these hitpoints to fuel your next damaging attack. When you damage one creature, you can expend a number of Temporary Hit Points equal to your Warlock level to deal extra necrotic damage equal to the hit points spent.

If you hit multiple creatures, you can only expend a number of Temporary Hit Points equal to half your Warlock level, dealing that damage to all creatures hit.

You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses after a long rest.