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The Benighted City

Expanded Spell List

The Benighted City allows you to 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.
Spell Level Spells
1st Grease, Skulking Spy
2nd Alter Self, Shadow Sight
3rd conjure barrage, meld into stone
4th Locate Creature, Private Sanctum
5th creation, mislead

Cloaked Sniper

Starting at 1st level when you choose this Otherworldly Patron, you can use your Charisma modifier instead of your Dexterity modifier for your attack and damage rolls with ranged weapons. When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.

Shadow Dweller

At 1st level, you can see normally in darkness, both magical and nonmagical, to a distance of 30 feet. If you are within the confines of a settlement with a population of 100 or more—or within the ruins of a place that once boasted such a population—the distance of this effect is increased to 90 feet, and you can move through the space of any non-hostile creature that is of your size or smaller.
  In addition, while you are not in direct sunlight, if you have not taken radiant damage since the end of your last turn, you have advantage on death saving throws.

Umbral Jaunt

At 6th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 30 feet (or 60 feet if you are within a city with a population of 100 more or the ruins of such a city) to an unoccupied space you can see that is also in dim light or darkness.
  When you take damage that is not radiant, you can use your reaction to teleport in the same way, but you may only do so once, regaining the ability to do so when you finish a short or long rest.

Spirit of Shadow, Smoke, and Stone

At 10th level, you have become jaded by gazing too long into both the depths of the Shadowfell and the darkness all great cities hide. You gain advantage on saving throws against the frightened and charmed conditions, and resistance to necrotic and psychic damage.

Gloaming City

At 14th level, you can temporarily exile a foe into the dark city that is your patron. Choose a creature within 60 feet. It must make a Charisma saving throw against your warlock spell save DC.
  On a failure, it takes 3d12 psychic damage and is banished to wander a faraway demiplane, a shadowy, empty cityscape where distant voices beckon and furtive lights flicker in the distance. The target remains there for 1 minute or until it escapes. At the end of each of its turns, if it has moved at least 15 feet away from the space it was in at the start of the turn, it can use an action to escape by rolling a Wisdom save against your warlock save DC. On a success, the effect ends. On a failure, it takes 3d12 psychic damage. A creature that doesn’t bother trying to escape doesn’t need to roll the saving throw, but at the end of its turn it instead takes 1d12 psychic damage.
  When the effect ends, the target reappears in the same space it left (or the nearest unoccupied space if that space is occupied), unless it chooses not to return. If the target chooses to remain on the streets of the benighted city, the DM decides its fate.
  Once you use this feature, you can't use it again until you finish a long rest.

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