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Most people and cultures believe the Light and the Dark are in constant struggle to destroy each other. But your understanding is that they work together to create a near-perfect balance, as one cannot exist without the other. These formless entities have ebbed and flowed since time immemorial and will continue to do so into infinity. And so it is with life and death, good and evil, pain and pleasure. Perhaps you feel one side has begun to overwhelm the other and your duty is to push it back to neutral. Or perhaps you are dedicated to preventing this imbalance from taking hold in the first place. You have made a pact to make any sacrifice necessary to ensure equilibrium between both sides.

Light & the Dark Expanded Spells

The Light and the Dark lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spells list for you.

Spell Level Spells 1st Detect Evil and Good; Sleep 2nd Gentle Repose; Warding Bond 3rd Daylight; Bestow Curse 4th Aura of Life; Death Ward 5th Antilife Shell; Destructive Wave

The Mind and the Matter

Starting at 1st level, your Patron has given you a deep understanding of the balance of the body and the soul. You have an intimate knowledge of physiology and an uncanny ability to connect with other people. You gain proficiency with the Medicine and Insight skills. In addition, as a Bonus Action, you can draw from your physical body to fuel your magical abilities and regain one expended warlock spell slot. To recover a 1st level spell slot, you sacrifice HP equal to 1d4+Warlock level. To recover a spell slot higher than 1st level, roll an additional d4 for each level above 1st (e.g. for 2nd level, 2d4+Warlock level; 3rd level 3d4+Warlock level; etc). Once you use this ability, you cannot use it again until you complete a short or long rest.











Catharsis

Starting at 6th level, your Patron bestows on you the ability to unleash back upon your enemies the pain and suffering you have endured. As an Action, you can transfer the amount of damage that you have taken, up to half your max HP, onto a creature within 30 ft of you that you can see. The target makes a Con saving throw (if your Catharsis deals necrotic damage) or a Wis saving throw (if your Catharsis deals psychic damage) vs your spell save DC. On a failure, the target takes necrotic or psychic damage (your choice when you gain this feature) equal to the amount you transferred and you regain half of this amount. On a success, the target takes half this amount, and you regain no HP. Once you use this ability, you cannot do so again until you finish a short or long rest.

Scarred Soul

Beginning at 10th level, you gain resistance to necrotic and psychic damage as your mind and body become calloused over time. You also have advantage on death saving throws as you expertly straddle the line between life and death.

Ultimate Sacrifice

Starting at 14th level, when an ally within 60 ft of you dies or is knocked unconscious by an attack from a hostile creature within 60 ft of you that you can see, you can use a reaction to intervene on your allies behalf. Sorrow and rage explode from your core, ripping you apart. Your maximum HP are reduced by half your current max. Your ally revives (if they had died) and regains HP equal to half the amount you just sacrificed. The creature that made the offending attack takes necrotic or psychic damage (your choice when you gain this feature) equal to the amount of HP your ally just received. Your max HP returns to its previous max amount when you finish a long rest. Your max HP can also be restored by a Greater Restoration spell or a Wish spell. Once you use this ability, you cannot use it again until you complete a long rest.



