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Path of the Dark Wanderer

Primal Path
Comments from the Finger: We made this in conjunction with our good friend Makenzie De Armas for another good friend, Scratticus. He wanted “as little control as possible” while making his character for the Downside Up stream. And when your warlock patron asks for chaos—you deliver.

Path of the Dark Wanderer

Many legends speak of the Feywild, of its twisting paths under eternal twilight, of its weird magic and capricious whims. But seldom do they dare mention the wilder hollows that subsist on the margins of the fey folks’ plane. In these pockets of malfeasance incarnate, the eternal twilight fades to black, and the shadows themselves warp themselves around magic itself. This is the Feydark.
Those who dare brave these turbulent areas on the edge of the Feywild find their souls irrevocably touched by the untamed dark magic that runs through this shadowy land. Their rages burn colder, and their weapons crackle with malicious intent far beyond their control. Some say these wanderers push the boundaries of magic itself.

Arcanus Noctem
When you choose this path at 3rd level, your time spent mingling in the Feydark has granted you command over damaging arcane power. You can cast spells while you are raging, provided any spell you cast is of 1st level or lower. Additionally, you can add your rage bonus damage to one creature which takes damage from a spell you cast while raging. Casting a spell counts as attacking for the purpose of maintaining your rage.
When you use your reaction to make an opportunity attack, you must first roll on the following table.

d6  Effect
1 You make your opportunity attack as normal.
2 On a hit, you deal damage as normal, in addition to the effects of the acid splash cantrip.
3 On a hit, you deal damage as normal, in addition to the effects of the chill touch cantrip.
4 On a hit, you deal damage as normal, in addition to the effects of the fire bolt cantrip.
5 On a hit, you deal damage as normal, in addition to the effects of the ray of frost cantrip.
6 On a hit, you deal damage as normal, in addition to the effects of the shocking grasp cantrip.
Charisma is your spellcasting ability for this effect. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Magic Mayhem
Additionally at 3rd level, you risk losing your grip on this tenuous control over shadowy magic. When, during a rage, you make a melee attack and choose to attack recklessly, you must roll on the following table to trigger an additional effect.
d10  Effect
1 Cacophonous laughter accompanies your strikes. You and the target both take 1d8 psychic damage and gain disadvantage on all saving throws until the end of your next turn.
2 You trade places with the target.
3 Dark energy crackles around your strikes. Both you and the target take 3d6 lightning damage.
4 You cast darkness centered on the target.
5 You become invisible until the end of your next turn, as per the spell invisibility.
6 Shadowy flames wreath the target. The target immediately takes 1d6 fire damage and must make a Constitution saving throw against your spell save DC. On a failure, the target continues to take 1d6 fire damage at the beginning of their turns until a creature extinguishes the flames as an action.
7 Black glass encases the target. Until the end of your next turn, the target’s AC is reduced by 3.
8 A swath of dark energy lashes around the target’s eyes. The target is blinded until the end of your next turn.
9 The shadows at your feet spring to life. Both you and the target must succeed on a Strength saving throw against your spell save DC or become grappled by these malignant shadows until the end of your next turn.
10 Roll on this table twice and apply both results. If you get this result on one or both secondary rolls, ignore it.
Lose Control
Starting at 6th level, you can use the ferocity of your rages and harness the dormant magical reserves within you. While you are raging, you can use your action to designate a target within 60 feet and roll on the following table, casting whichever spell corresponds to your roll. If the spell rolled on the table targets an area instead of a creature, that area is centered on the target creature, oriented in any way you choose; conversely, if the spell allows you to target multiple creatures, all automatically target the previously designated target. If a spell requires concentration, the spell automatically ends at the end of your next turn.
     You can use this feature a number of times equal to your Charisma modifier, and regain all expended uses after finishing a long rest.
d20  Spell
1 bless
2 healing word
3 charm person
4 fog cloud
5 darkness
6 silence
7 entangle
8 calm emotions
9 hideous laughter
10 magic missile
11 hold person
12 acid arrow
13 grease
14 faerie fire
15 scorching ray
16 shatter
17 call lightning
18 fireball
19 banishment
20 polymorph
Spell Scrambler
Starting at 10th level, your exposure to the wild energy of the Feydark has bolstered your resilience against magic. While you are raging, you are resistant to all damage dealt by spells, and you cannot be blinded, charmed, deafened, or frightened by magical means.
Caliginous Reversal
Starting at 14th level, you gain the ability to use your innate dark energy to warp your enemy’s magic against them. Immediately after a creature you can see casts a spell that targets you or includes you in its area of effect, you can use your reaction to take no damage, instead transferring the damage back to the original caster in a burst of shadowy magic. Once you use this ability, you can’t use it again until you finish a short or long rest.

 

 

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