D&D General Warlock: Shadow Patron?

doctorbadwolf

Heretic of The Seventh Circle
What if we abandon the Hexblade (or push it into it's own class that is as similar to the warlock as the rogue is to the fighter), and take it's vague theme and juice it up under the banner of darkness and the Shadowfell?

Listed ideas for specific patrons would be the Dark Powers of Ravenloft, The Raven Queen, and the more self-aware and powerful Dread Lords, as well as specifically the idea that this patron is often a collection of patrons that you make arrangements with, rather than a singular being.

So that's the theme, shadowfell, darkness, death (not undeath), spookiness, etc.

So what should it do?

Level 3 ideas.
Obviously it should make you able to move through darkness unimpeded, so it should give you darkvision 120ft or increase you darkvision by 60ft.


Shadow Curse

You can place a Shadow Curse on a creature when you hit them with an attack, place a curse on them with a spell such as Hex or Bane, or as a bonus action on your turn. The Curse lasts for 1 minute. While under your Shadow Curse, the creature has no shadow, and takes necrotic damage equal to your Charisma modifier at the start of each of it's turns.

Raven's Shadow Form You can take on the form of a shadow with the face of a raven, as shadowy feathers form a great cloak and hood around you.
While in Raven's Shadow Form you gain the following benefits:

  • You add your Charisma Modifier to AC and gain temporary hit points equal to your Charisma Modifier
  • You gain 5ft extra movement
  • You can move through solid objects and willing creatures, but doing so is treated as difficult terrain and if you end your turn sharing space with a solid object or creature you are forced into the nearest unoccupied space and take 1d10 force damage for every 5ft you are forced to move in this way.
  • You have advantage on Dexterity (Stealth) Checks


Shadow Jack. As a bonus action while you are in Raven's Shadow form, you can join with the shadow of a creature. The target must succeed on a Charisma Saving throw to avoid being Shadow Jacked by you. A willing creature can choose to fail the saving throw. While attached to a creature in this way, you move when it moves, without using your own movement. You can detach at any time, no action required. If the creature wishes to be rid of you, it must use it's action to repeat the saving throw in order to do so.

level 6

Raven's Shadowy Wings When you take your Raven's Shadow form, you can gain a new form of movement, as raven's wings made of shadowstuff form from your back, and you gain a fly speed of 60ft. If you spend a warlock spell slot, you can enter a version of Raven's Shadow Form that lasts for 1 hour, instead of 1 minute.

and then maybe you also upgrade the shadow curse.

Maybe the curse and shadow form are one feature, but idk if that is needed. could even drop the shadow curse tbh, other than that I think maybe you regain uses of shadow form by a cursed target dying?

maybe the dynamic should be that you enter shadow form, and while in that form you can curse a creature or shadow jack someone?
 

log in or register to remove this ad


We actually made one of these.

I separated out the hexblade stuff. Folded Charisma with pact weapon into blade pact (2014), and the rest became variant options you could trade your subclass features for, or invocations.

Since the player we were making this for gets his power from his relationship with Beshaba, it includes not just themes of shadow, and death, but also themes of misfortune. It was a complicated thing to do, but I think what we came up with (me and the player) came out really cool. If I remember I might post it up here.
 

We already have a shadow-themed warlock. Undead Patreon, Ravenloft. Turns you into a shadowy wraith like figure.

Hexblade without the bladestuff, meanwhile, is a hexen. A witch. Focus heavy on inflicting curses and other debuffs.
 

They did a Raven Queen Warlock in UA a few years back if I am not mistaken
Yep. Focused on having a raven familiar, basically.
We actually made one of these.

I separated out the hexblade stuff. Folded Charisma with pact weapon into blade pact (2014), and the rest became variant options you could trade your subclass features for, or invocations.

Since the player we were making this for gets his power from his relationship with Beshaba, it includes not just themes of shadow, and death, but also themes of misfortune. It was a complicated thing to do, but I think what we came up with (me and the player) came out really cool. If I remember I might post it up here.
Id love to read it
We already have a shadow-themed warlock. Undead Patreon, Ravenloft. Turns you into a shadowy wraith like figure.
Nope. Not a Gloom/Shadow patron. Certainly not of a type compatible with using yhe Raven Queen or the non-undead Dread Lords or any other non undead power of Shadow (like a Shadovar in FR or the Umbra in Eberron).
Hexblade without the bladestuff, meanwhile, is a hexen. A witch. Focus heavy on inflicting curses and other debuffs.
Could be, sure. the purpose of the thread is to explore such things.
 

What if we abandon the Hexblade (or push it into it's own class that is as similar to the warlock as the rogue is to the fighter), and take it's vague theme and juice it up under the banner of darkness and the Shadowfell?

Listed ideas for specific patrons would be the Dark Powers of Ravenloft, The Raven Queen, and the more self-aware and powerful Dread Lords, as well as specifically the idea that this patron is often a collection of patrons that you make arrangements with, rather than a singular being.

So that's the theme, shadowfell, darkness, death (not undeath), spookiness, etc.

So what should it do?

Level 3 ideas.
Obviously it should make you able to move through darkness unimpeded, so it should give you darkvision 120ft or increase you darkvision by 60ft.


Shadow Curse

You can place a Shadow Curse on a creature when you hit them with an attack, place a curse on them with a spell such as Hex or Bane, or as a bonus action on your turn. The Curse lasts for 1 minute. While under your Shadow Curse, the creature has no shadow, and takes necrotic damage equal to your Charisma modifier at the start of each of it's turns.

Raven's Shadow Form You can take on the form of a shadow with the face of a raven, as shadowy feathers form a great cloak and hood around you.
While in Raven's Shadow Form you gain the following benefits:

  • You add your Charisma Modifier to AC and gain temporary hit points equal to your Charisma Modifier
  • You gain 5ft extra movement
  • You can move through solid objects and willing creatures, but doing so is treated as difficult terrain and if you end your turn sharing space with a solid object or creature you are forced into the nearest unoccupied space and take 1d10 force damage for every 5ft you are forced to move in this way.
  • You have advantage on Dexterity (Stealth) Checks


Shadow Jack. As a bonus action while you are in Raven's Shadow form, you can join with the shadow of a creature. The target must succeed on a Charisma Saving throw to avoid being Shadow Jacked by you. A willing creature can choose to fail the saving throw. While attached to a creature in this way, you move when it moves, without using your own movement. You can detach at any time, no action required. If the creature wishes to be rid of you, it must use it's action to repeat the saving throw in order to do so.

level 6

Raven's Shadowy Wings When you take your Raven's Shadow form, you can gain a new form of movement, as raven's wings made of shadowstuff form from your back, and you gain a fly speed of 60ft. If you spend a warlock spell slot, you can enter a version of Raven's Shadow Form that lasts for 1 hour, instead of 1 minute.

and then maybe you also upgrade the shadow curse.

Maybe the curse and shadow form are one feature, but idk if that is needed. could even drop the shadow curse tbh, other than that I think maybe you regain uses of shadow form by a cursed target dying?

maybe the dynamic should be that you enter shadow form, and while in that form you can curse a creature or shadow jack someone?

Okay, another go

Level 3

Shadow Spells - Dissonant Whispers, Faerie Fire, and either hex or bane i haven't decided
Darkness, Deafness/Blindness?, Blur?, Shadowblade?, Wither and Bloom?
Bestow Curse, Nondetection, phantom steed?
Banishment...
I don't play full casters enough to be picky about higher level spells

Shadow Curse When you cast [hex or bane] you some small benefit that will dovetail with the other features but isn't required to use them like in the OP. Wile cursed, you can see the target as if it were standing in bright light, even if it is in darkness or even invisible.

Raven's Shadow As a bonus action you can take the form of a Raven's Shadow. This form lasts for 1 minute, or until you do the things that don't vibe. You can enter the form a number of times equal to your Charisma Modifier, and regain all uses when you take a long rest. You can also regain 1 use the first time a creature under your Shadow Curse dies.
While in the form of a Raven's Shadow, you gain the following benefits.

  • Wings of Darkness - You can move through solid objects and creatures, and gain a fly speed equal to half your speed, as shadowy raven wings form from your back. You treat solid objects and creatures as difficult terrain, and if you end your turn in the same space as a solid object or creature, you are forcibly moved to the nearest unoccupied space and take 1d10 force damage plus 1d6 force damage for each 5ft you are moved in this way. This damage cannot be reduced by any means.
  • One With Darkness - You have advantage on Dexterity (Stealth) checks.
  • You have resistence to all damage except force, radiant, and psychic while in Raven's Shadow form
  • Shadow Jack - You can become another creature's shadow as a bonus action, if the target fails a Charisma saving throw. The target can choose to fail the saving throw. While you are a creature's shadow, you move with them when they move without using your own movement. You can use your reaction while you are a creature's shadow to cause them to take damage for you, if they fail a charisma save. They can try to shake you off as an action, making a new Charisma Saving Throw.

Level 6 -
Creatures under your curse take 1d8 plus Cha Mod damage any time they fail a d20 test, once per turn. As a bonus action, you can cause the target to take this damage even if they have already triggered it that turn.

Your fly speed becomes equal to your speed.

Level 10 - You can enter Shadow form as a reaction to taking damage, and curse the creature that dealt the damage as part of the same reaction.

Level 14 - when you cast Banishment, you do not need to concentrate if you are in Raven's Shadow form.
 

Hexblade was certainly three patrons in a small car; separating them is a good idea.

Pact of the Blade is mostly fixed, the only reason to play Hexblade for melee in 2024 is the armor proficiencies. An armor patron could be interesting but I think it'd be better as a fighter subclass.

Shadow, as you've said. I personally would like something like 3.5's shadow conjuraton or shadow evocation, but those were rather janky spells in actual play.

The third is a hex-focused patron, which actually needs the least work to fill. Hexblade's Curse, Armor of Hexes, and Master of Hexes can all just carry over, and Accursed Specter is broadly fine (although I dislike the trigger - I'd probably change it to "if a creature you have hexed or cursed dies, you can summon a specter...)

So now we just need to replace Hex Warrior. My first thought is bonus castings of hex and possibly bane, along with text that makes bane count as hexed/cursed for other features. Just to ensure you can always have a hex and/or curse going.
 

Hexblade was certainly three patrons in a small car; separating them is a good idea.
My focus is more just on having a shadow patron, i dont care about the hexblade as such. but yeah, might as well.
Pact of the Blade is mostly fixed, the only reason to play Hexblade for melee in 2024 is the armor proficiencies. An armor patron could be interesting but I think it'd be better as a fighter subclass.

Shadow, as you've said. I personally would like something like 3.5's shadow conjuraton or shadow evocation, but those were rather janky spells in actual play.
Maybe drop the extra curse feom mt shadow patron so it can be a bigger deal in another patron.
The third is a hex-focused patron, which actually needs the least work to fill. Hexblade's Curse, Armor of Hexes, and Master of Hexes can all just carry over, and Accursed Specter is broadly fine (although I dislike the trigger - I'd probably change it to "if a creature you have hexed or cursed dies, you can summon a specter...)
Getting stuff when your target dies is always fun. Especially if you can make thw target more vulnerable to you and your allies' attacks while it is cursed.
So now we just need to replace Hex Warrior. My first thought is bonus castings of hex and possibly bane, along with text that makes bane count as hexed/cursed for other features. Just to ensure you can always have a hex and/or curse going.
Baleful Curse - when ypu cast the bane spell, each target takes damage every time they fail a check?

Or maybe expand number of hex targets at a time by a scaling number?
 

Here's the one we made for our group:

The Shadowed

Your patron is one of the enigmatic entities or forces of darkness, nightmares, and misfortune that dwell in the Shadowfell, domains of dread, and dark places of the multiverse.
Entities of this type include the Raven Queen, the Dark Powers of Ravenloft, and gods of darkness, fear, and misfortune.


The Shadowed Features

Warlock Level
Feature
1st
Expanded Spell List, Baleful Hex, Penumbral Sight
6th​
Shadows and Souls, Shadow Puppet
10th
Source of Fear
14th​
Curse of Shadows


Shadowed Expanded Spells
Spell Level
Spells
1st
bane, fog cloud
2nd​
blur, silence
3rd
bestow curse, phantom steed
4th​
Evard’s black tentacles, phantasmal killer
5th
geas, modify memory


Baleful Hex

At 1st level, you know the hex spell, it doesn’t count against your number of warlock spells known, and it does not require your concentration.

Penumbral Sight

Starting at 1st level, dim illumination does not impose disadvantage on your Wisdom (Perception) checks.

Shadows and Souls

At 6th level, as long as you have an empty hand you can use an action to steal the shadow of any one corporeal creature that is not undead that you can see within 30 feet. Alternatively, you can seize the soul of an undead creature that you can see within 30 feet. The target makes a Charisma saving throw against your warlock spell saving throw DC. On a success, nothing happens. On a failure, the effect depends upon whether you are targeting an undead or non-undead target.
Seize Soul. If you targeted an undead creature, a spectral image of it appears in your free hand. This image remains for 1 minute. While you hold this image the creature is restrained. At the end of each of its turns the creature can make a Charisma saving throw against your spell saving throw DC, ending the effect on a success.
Steal Shadow. If the creature you targeted is not undead, it no longer casts a shadow, and the stolen shadow appears in your free hand in the form of a small effigy made out of semisolid shadowstuff that takes the shape of the target’s silhouette. You can only possess one shadow at a time. Once the captured shadow is released, the effigy disappears and the target casts their shadow again like normal. The captured shadow is immediately released if:

· You use this ability again while the effigy is still in your possession.
· You complete a long rest.
· You ever lose possession of the effigy. It counts as in your possession as long as it is on your person, but not if it is lost, stolen, or disarmed.
· You use one of the options in the Shadow Puppet ability that specifies the captured shadow gets released.

You can use this ability once, and regain its use after you complete a short or long rest.

Shadow Puppet

Also at 6th level, as long as you possess an effigy captured using the Shadows and Souls ability, you can do any one of the following as a bonus action. Once the effect ends, the captured shadow is released.

· You cause the target to become charmed by you for one minute. If you or any of your allies attacks the target, causes them to make a saving throw, or does anything harmful to it, this effect immediately ends. If the target takes any damage, they can attempt a Wisdom saving throw against your spell saving throw DC to end this effect.
· You cause the target to become frightened of you for one minute. If the target ends their turn without line of sight to you, they can attempt a Wisdom saving throw against your spell saving throw DC to immediately end this effect.
· You cause the target to become stunned and unable to speak until the end of their next turn.

Source of Fear

Beginning at 10 level, you are immune to the frightened condition.
In addition, you can invoke a dark and menacing aura against your foes. When you are targeted by an attack, you can use your reaction to force your attacker to make a Wisdom saving throw against your spell saving throw DC. On a failure, they are frightened of you until the end of their next turn.
Once you use this feature, you can’t use it again until you finish a short or long rest.

Curse of Shadows

Starting at 14th level, you can call upon the fearful powers of shadow to curse nearby foes. As an action, you cause shadows to stretch out from you in all directions to a range of 30 feet. This area moves with you and lasts for 1 minute. For the duration, this area cannot be brighter than dimly lit.
When you activate this ability, creatures in the area other than yourself and those you choose to exclude must make a Wisdom saving throw against your spell saving throw DC. Those who fail take 5d10 necrotic damage and gain a level of temporary exhaustion. Those who succeed on the saving throw take half damage and do not gain exhaustion.
For the duration of the effect each creature that you do not choose to exclude that ends its turn in the area must also make this saving throw, taking a level of temporary exhaustion on a failure or none on a success. A creature that succeeds on this saving throw twice no longer needs to make saving throws to avoid taking exhaustion.
Once you use this feature, you can’t use it again until you finish a long rest.

(Temporary exhaustion is what we call exhaustion that goes away with a short rest--though you can still die from it. The 2014 DMG does that for Chase rules, but doesn't define it for use anywhere else.)
 

Enchanted Trinkets Complete

Recent & Upcoming Releases

Remove ads

Top