Otherworldly Patron

At 1st level, a warlock gains the Otherworldly Patron feature. Here is a new option for that feature: the Night's Guide.

The Night's Guide Legends say they were created from stardust, and were dropped into this world to guide the lost. They lived in the woods, and came out every night to light the way for frightened travelers. For thousands of years humanity enjoyed the glowing guides, but we took them for granted. Throwing them into lanterns and sapping their magic, we thought nothing of it. No one expected that we were capable of driving them to extinction. We thought we had wiped them out completely until someone found the last swarm. Or rather, they found you. An adventurer who was helplessly lost in the forest. They never could turn down someone in need. But for the first time, in exchange for eldritch powers, they asked for something in return. The Night's Guide Features Warlock Level Feature 1st Expanded Spell List, Convoy's Eyes 6th Leading Light 10th Retinue (Improved Bless) 14th Harsh Guidance

Expanded Spell List The Night's Watch lets you 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. The Night's Guide Expanded Spells Spell Level Spell 1st Faerie Fire, Wild Cunning 2th Enhance Ability, See Invisibility 3rd Melf's Minute Meteors, Spirit Guardians 4th Arcane Eye, Mordenkainen's Private Sanctum 5th Dawn, Skill Empowerment 6th Sunbeam, True Seeing

Convoy's Eyes At the 1st level patron bestows upon you the ability of guidance in the forests and during the night. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can't discern color in darkness only shades of gray. You can grant this ability to another willing creature once per long rest. If you or the creature already have Darkvision, the range increases to 120 feet. You also learn the light cantrip if you don't already. Whenever in dim light, darkness or forest areas, you advantage on Intelligence (Survival) rolls.

Leading Light At the 6th level you can enter a special state as an action. At the expense of one torch your eyes glow and you lose you sense of sight and the ability to communicate. In this state, your patron allows you to guide your party into the exit of an area, following the shortest, safest route. You can dispell this state as a bonus action but lose all the information of the path to the exit. You may only use this once and regain any expended usage during a short or long rest.

Retinue At the 10th level, as an action you bless with your patron's guiding light, you choose up to three creatures of your choice. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d8 and add the number rolled to the attack roll or saving throw. You may only use this twice and regain any expended usage during a long rest.