The Unending Darkness

The cold embrace of death. The ultimate end of all beings. For the light of life to exist, it must also cast a shadow that is just as large. Your patron is not an individual, but a force of the universe. You draw power directly from the Negative Plane, a place of still air, darkness and death. You walk a fine line with your dealings.

Any closer to the Negative Energy and you would would fall dead in your tracks, your essence stolen by the suffocating darkness. Great secrets of death and decay lie within the energies of death. Perhaps you were introduced through a cult, or you happened upon an ancient tome in a place of great darkness. In any case, your introduction to this force is a rarity.

You control an aspect of death, prolonging life, or bringing forth the end. Warlocks of this patron often embody primal emotion as well, most notably fear and anger. Contact with the Negative Plane causes changes, subtle or large, in your behaviour and beliefs.

Unending Darkness Expanded Spells

Spell Level Spells 1st ray of sickness,inflict wounds 2nd gentle repose, blindness/deafness 3rd animate dead, phantom steed 4th phantasmal killer, greater invisibility 5th raise dead, hallow

Depth of Darkness

Your understanding of Negative Energy and death's cold embrace grants you an edge in dealing with the living. Starting at 1st level, you have resistance to necrotic damage. When a spell you cast deals either cold or necrotic damage, you may add your charisma modifier to the damage. This damage does not occur against undead or constructs.

Call of the Grave

The dark energy you channel allows you to shrug off fatal wounds at a hefty price. Starting at 6th level, when you would make a death saving throw, you can instead spring to your feet with unholy swiftness. As you rise, you let loose a blast of necromantic energy. All creatues within 30 feet of you take 10 + Charisma modifier Necrotic damage.

You regain half of the damage dealt + your warlock level, and gain resistance to nonmagical piercing, slashing and bludgeoning damage until the end of your next turn. You suffer two levels of exhaustion unless the damage from the blast reduced at least one hostile creature to 0 hit points, in which case, you only suffer one level of exhaustion. You must finish a long rest before you can use this ability again.

Dancing Darkness

Your attunement to the Negative Plane allows you to modify the shape and size of shadows. Starting at 10th level, as a bonus action, you may take control of the shadow of an object or creature that is in bright light or dim light. As an action, you may cause the shadow to shrink or grow up to three times its normal size, hiss/ snicker quietly, or change its shape to that of a creature within one size category of the target.

In addition, you may command the shadows to move objects. The maximum carrying capacity of a shadow is equal to your Strength score. You may only control one shadow at a time.

You may also command the shadow of a creature to grab its host as an action. The target makes a Strength(Athletics) or Dexterity(Acrobatics) check, otherwise they are considered grappled by their shadow. As a bonus action on each of your turns, you may command the shadow to strangle the grappled creature, dealing 1d8 necrotic damage. The target must be within 100 feet of you to use this portion of the feature.

Harrowing of the Soul

At 14th level, you may tap into the Unending Darkness of the Negative Plane to empower yourself. You have a pool of 10d6 that is restored once complete a long rest. As a bonus action, you reach your hand out to the target. Make a melee spell attack. If you hit, you may expend as many dice from this pool as you like to deal necrotic damage equal to the result. You regain half of the damage dealt. If you reduce a creature to 0 hit points with this feature, you may remove one level of exhaustion, one warlock hit die, a poison or disease effect, or you begin to regenerate any lost limbs as per the regenerate spell.