doctorbadwolf
Heretic of The Seventh Circle
You have uncovered (of your patron has granted you) the ancient and mysterious artifact known as The Cloak of Midnight. Upon first donning the Cloak, it revealed to you it's nature in a dizzying moment of cosmic clarity, as if the multiverse had been revealed to you from an unimaginable perspective. You can only recall glimpses, but when you came to, the Cloak had become part of you. Permanently.
You can dismiss the Cloak of Midnight, or recall it, as a Bonus Action, or as a Reaction to taking damage.
The Cloak imparts upon you certain benefits.
While wearing the Cloak and not wearing armor, your AC is equal to 10+Dex+Cha modifier.
As a bonus action, you can reach your hand into the cloak and pull out a melee weapon made of shadows and starlight. You are proficient in this weapon. If you let go of the weapon, it fades away. At level 6 you gain the multi-attack feature while wielding the weapon. At level 11, you can add your Charisma modifier to the damage. The weapon is considered magical for the purposes of resistances.
(Might it be simpler to let the warlock us CHA for attack and damage, and add that when a cantrip allows you to add extra damage due to level, you can instead make a melee attack with the weapon?)
Invocations:
Shadow Shapes: In addition to a weapon, you can pull out other solid object made of shadow from your cloak. They are pure black, have no weight, and are cold to the touch. The object can be any shape you wish but cannot exceed 5' across and 15' long. As long as you are touching it is solid, but fades as soon as you let go. The shadow shape can be broken with a strength check equal to your casting DC. Creatures have disavantage on the check if the object is in total darkness. It will also fade if subject to direct sunlight (clouds or covering it with your cloak is often sufficient to maintain it), the daylight spell, or similar effect.
Walker In Starlight: While in Dim Light or Darkness, you can use your movement to teleport your speed, so long as your destination is also in Dim Light or Darkness. Any time you move more than 10ft into a space of Dim Light or Darkness, you can Hide as a bonus action. Like normal movement, this movement can be split up, or used all at once. If you have not moved in this way on your current turn, you can instead use your Action to use this ability, and the destination can be up to 60ft away.
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Walker in Starlight might be too powerful, but I really like it, thematically. I think that without the Advantage to an attack, it works to have it be your movement, rather than a bonus action, and give the limited ability to hide as a bonus action. If that is too much stepping on the rogue's toes, I'd settle for Advantage on the next stealth or Slight of Hand check you make.
Another idea I had, that makes it less similar to what other classes get, is to change it to increased base speed, jump distance, jump as if running start even without it, reduced falling damage, and add CHA to Stealth and Slight of Hand checks while in Dim Light or Darkness, but it seemed unwieldy, and overlaps too much with other invocations.
You can dismiss the Cloak of Midnight, or recall it, as a Bonus Action, or as a Reaction to taking damage.
The Cloak imparts upon you certain benefits.
While wearing the Cloak and not wearing armor, your AC is equal to 10+Dex+Cha modifier.
As a bonus action, you can reach your hand into the cloak and pull out a melee weapon made of shadows and starlight. You are proficient in this weapon. If you let go of the weapon, it fades away. At level 6 you gain the multi-attack feature while wielding the weapon. At level 11, you can add your Charisma modifier to the damage. The weapon is considered magical for the purposes of resistances.
(Might it be simpler to let the warlock us CHA for attack and damage, and add that when a cantrip allows you to add extra damage due to level, you can instead make a melee attack with the weapon?)
Invocations:
Shadow Shapes: In addition to a weapon, you can pull out other solid object made of shadow from your cloak. They are pure black, have no weight, and are cold to the touch. The object can be any shape you wish but cannot exceed 5' across and 15' long. As long as you are touching it is solid, but fades as soon as you let go. The shadow shape can be broken with a strength check equal to your casting DC. Creatures have disavantage on the check if the object is in total darkness. It will also fade if subject to direct sunlight (clouds or covering it with your cloak is often sufficient to maintain it), the daylight spell, or similar effect.
Walker In Starlight: While in Dim Light or Darkness, you can use your movement to teleport your speed, so long as your destination is also in Dim Light or Darkness. Any time you move more than 10ft into a space of Dim Light or Darkness, you can Hide as a bonus action. Like normal movement, this movement can be split up, or used all at once. If you have not moved in this way on your current turn, you can instead use your Action to use this ability, and the destination can be up to 60ft away.
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Walker in Starlight might be too powerful, but I really like it, thematically. I think that without the Advantage to an attack, it works to have it be your movement, rather than a bonus action, and give the limited ability to hide as a bonus action. If that is too much stepping on the rogue's toes, I'd settle for Advantage on the next stealth or Slight of Hand check you make.
Another idea I had, that makes it less similar to what other classes get, is to change it to increased base speed, jump distance, jump as if running start even without it, reduced falling damage, and add CHA to Stealth and Slight of Hand checks while in Dim Light or Darkness, but it seemed unwieldy, and overlaps too much with other invocations.