Shadows of Dakaron

The World of Dakaron – a unique fantasy setting that has everything from a creeping desert, a living forest, powerful beings struggling for control behind the scenes, and a variety of races and cultures trying to survive it all.

Patron – the Twilight Rancor

Before there was life there was the Forest of Twilight. A living sentient forest that covered the entire world. It has been beaten, burned, razed, and driven back…but it is still there, waiting patiently to overgrow the short-lived bipedal creatures that have infested its former home.

In reality, it is not the Forest itself which is your patron, but the Vivon Woods…a malevolent, hateful intelligence. A vestige of the Forest of Twilight, it seeks to take back the Land that has been taken from it.

You have pledged yourself to this primal force of nature, seeking to restore it to its former glory, by tearing out your heart as an offering to the Vivon Woods. In place of your heart, a pulsing, beating, writhing mass of thorns has grown and made you whole. The lifeblood of the world itself runs through your veins, granting you power and passion alike to fulfill your purpose, whatever that may be. The trials and suffering of your past beckon you to make amends or take your revenge, but the feeling of grass under your feet and the sunlight upon your face are enough to help you understand the worth of life.

Patron Attitude

The Vivon Woods does not care for you. The fact that you choose to barter with it for power disgusts it. Every interaction with it is painful and demeaning, as it considers you nothing more than a Two-leg slave that it can use to spread its influence across the world. Do not cross it.

Special Terms

The terms of the pact range from a loose agreement to a formal contract with lengthy detailed clauses and lists of requirements, depending on who the warlock’s patron is. At times, these terms can seem odd or whimsical. You may consider a special term you must follow, or you may roll on the following chart to determine it randomly.

d6Special Terms
1When directed, you must take immediate action against a specific enemy of your patron.
2Your pact tests your willpower; you are required to abstain from alcohol and other intoxicants.
3At least once a day, you must inscribe or carve your patron’s name or symbol on the wall of a building.
4You must occasionally conduct bizarre rituals to maintain your pact (your patron will direct this).
5You can never wear the same outfit twice, since your patron finds such predictability to be boring.
6When you use an eldritch invocation, you must speak your patron’s name aloud.
Pact Boons

The Pact of the Heart is an excellent option for this patron. The Rancor also grants the pact of the blade, pact of the talisman (anything forest-themed), and pact of the steed (thorny).

Binding Marks

You may choose a binding mark or you may roll for one. This effect is supernatural and has no in-game benefit or drawback.

d6Mark
1You sleep on bare earth when outdoors.
2Your eyes are blood red with green streaks.
3Your teeth look like wicked thorns.
4You have wooden gnarled horns that do not grow symmetrically. This supplants even racial horns.
5You have an aversion to heavily congested areas and cities.
6Whenever you cast a spell, your Twilight heart pulses with crimson energy.

Patron Features

Warlock LevelFeatures
1stexpanded spell list, twilight heart
6thapathy is death
10tharboreal guardian
14thseeds of destruction

Expanded Spell List

The Forest of Twilight 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.

Twilight Expanded Spells
Spell LevelSpells
1stentangle, hunter’s pace
2ndheartripper, replenish
3rdplant growth, skewering vine
4thbloodthorn, cage of briars
5thoverwhelming emotion, tree stride

Twilight Heart

At 1st level, you have torn out your heart and replaced it with something otherworldly, granting you the will to survive. If you have taken the pact of the heart, this twilight heart acts as your heart for the boon. You ignore nonmagical difficult terrain. Whenever you fail a death saving throw, your Twilight heart bursts from your chest and lashes out with life-stealing briars toward the nearest hostile creature. Make a melee spell attack against an enemy within 15 feet of you. On a hit, the creature takes magical piercing damage equal to your warlock level, and you regain hit points equal to the damage dealt.

After you recover hit points using this feature, you cannot make this attack again until you finish a short or long rest.

Apathy is Death

At 6th level, you can use your reaction to surge with purpose and haste whenever you make an Intelligence, Wisdom, or Charisma saving throw. You gain advantage on the saving throw, can move up to half your speed, and can make a single weapon attack before the result of the roll is revealed.

Once you use this feature, you can’t do so again until you finish a short or long rest.

Arboreal Guardian

At 10th level, your purpose is not merely to exist, but to safeguard life. Whenever a creature within 5 feet of you would take damage, you can choose to redirect half of the damage to you by shielding them with vines from your Twilight heart. Only the original target suffers any additional effects of the damage. If this damage reduces you to 0 hit points, you gain advantage on the first attack made by your Twilight Heart feature.

Seeds of Destruction

At 14th level, you realize the reason you have been blessed with this power and purpose: to spread the Forest of Twilight .

As an action, or whenever you are reduced to 0 hit points and you fail to recover hit points using your Twilight Heart feature, you can choose to have the beginnings of a Maze of Thorns appear around you. The area within a 30-foot radius of you becomes difficult terrain as blood-hungry vines emerge from the assembled briars to drink their fill. A creature within the radius at the start of its turn must make a Constitution saving throw against your warlock spell save DC. A target takes 4d6 magical slashing damage on a failed save, or half as much damage on a successful one. Allies make this saving throw with advantage. If summoned as an action, it lasts until the start of your next turn. If summoned when you are at 0 hit points, it lasts until you recover 1 hit point, or becomes permanent if you die.

The Maze can be summoned once as an action, and this use recovers whenever you finish a long rest. The Maze can also be summoned once when you are at 0 hit points, and this use recovers whenever you finish a long rest.


Expanded Invocations

The following invocations have been added as additions for the Twilight warlock.

Awakened Blade
Prerequisite: Pact of the Blade feature

You can choose to create a weapon from polished black wood and wicked spines using your Pact of the Blade feature. While you maintain concentration on a spell cast using a warlock spell slot while wielding this weapon, dense foliage covers your skin, causing your AC to equal 17 if it would normally be lower.

Dark Tendrils

Prerequisite: 6th level

As an action, you direct your hand to the ground and rootlike tendrils shoot from your palm into the ground. An instant later they erupt from the earth beneath the feet of a creature and bore into its flesh, replenishing you with their lifeforce. Make a ranged spell a against a creature within 30 feet of you. On a hit, the target takes 3d6 + your Charisma modifier in necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt.

Once you use this invocation, you cannot use it again until you complete a short or long rest.

Nightshade’s Embrace
Prerequisite: 9th level

Whenever you deal damage with a cantrip or weapon attack, you can use your bonus action to attempt to overwhelm one target with a deadly poison. The next time the target takes bludgeoning, piercing, or slashing damage before the start of your next turn, they must they must succeed on a Constitution saving throw against your warlock spell save DC or become poisoned until the end of your next turn. While they are poisoned, they are also blinded.


Bloodthorn

4th level necromancy

Casting Time: 1 action

Range: 60 feet

Components: VSM

Duration: Instantaneous

You imbue a single thorn with a deadly enchantment, hurling it out towards a creature that you can see within range. Make a ranged spell attack roll. If you hit, the target takes 5d10 piercing damage.

If you hit, you can choose an additional target for the bloodthorn to seek, repeating the attack against a different target within 60 feet of the previous one and using the thorn’s new position to determine if a target would gain the benefits of cover.

You can repeat this process up to three times or until the attack misses. A creature cannot be targeted more than once.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the piercing damage increases by 1d10 per spell slot level above 4th.

Cage of Briars

4th level conjuration

Casting Time: 1 minute

Range: 30 feet

Components: VSM (a small woven basket)

Duration: 8 hours

As you cast this spell, you create a cage of thorned briars that surrounds a 10-foot cube within range. The briars are thick and only allow a small amount of light and air to pass through, providing three-quarters cover to creatures within and total cover to creatures outside.

You, and any others you designate, can pass through the cage at will. The briar cage has AC 10, 200 hit points, and vulnerability to fire.

A creature that hits the cage with an unarmed strike or natural weapon, such as a bite or claw, takes 1d4 piercing damage.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the cage’s hit point total increases by 20 per spell slot level above 4th.

Heartripper

2nd level necromancy

Casting Time: 1 action

Range: Touch

Components: S

Duration: Instantaneous

When you cast this spell, barbed thorns sprout from your fingertips. Make a melee spell attack roll against a creature within range. If you hit, the target takes 1d10 piercing damage and must make a Constitution saving throw. If they fail, you grasp a vital part of their anatomy and squeeze, inflicting an additional 3d10 piercing damage and stunning the target until the start of their next turn. If the spell attack roll resulted in a critical hit, the target has disadvantage on their saving throw.

At Higher Levels: When you cast this spell using a slot of 3rd level or higher, the piercing damage of the second phase of the spell increases by 1d10 per slot level above 2nd.

Hunter’s Pace

1st level transmutation

Casting Time: 1 bonus action

Range: self

Components: V

Duration: Concentration, up to 1 hour

You let out a hunting cry, empowering your body with speed and tirelessness. While you maintain concentration on this spell, you gain advantage on Athletics checks to jump, climb, swim, or move. You also gain advantage on saving throws against exhaustion and on checks to mitigate the effects of difficult terrain.

At Higher Levels: When you cast this spell using a slot of 2nd level or higher, your movement speed also increases by 5 feet per slot level above 1st.

Overwhelming Emotion

5th level enchantment

Casting Time: 1 action

Range: 30 feet

Components: VSM (gemstone worth at least 50gp)

Duration: Concentration, up to 1 minute

You beguile the mind of up to three creatures that you can see, assailing them with an all-consuming emotion. Each creature must make a Wisdom saving throw. Choose one of the effects below when you cast the spell. A creature that fails their saving throw is subject to the effects for the duration. A creature that is immune to the charmed condition is immune to the effects of this spell.

  • Wrath: The target must attempt to move closer to a hostile creature and try to damage them during their turn. If there are no hostile creatures present, the target will choose an ally instead.
  • Sorrow: The target suffers disadvantage on Charisma and Wisdom saving throws.
  • Joy: The target cries tears of joy, becoming incapable of speaking coherently or casting spells with verbal components.

Replenish

2nd level evocation

Casting Time: 1 action

Range: Touch

Components: VS

Duration: Instantaneous

When you cast this spell, you touch an allied creature that you can see. The target surges with vital force, gaining 2d6 temporary hit points. These temporary hit points are lost whenever the target finishes a short or long rest. The target is also cured of the poisoned condition.

At Higher Levels: When you cast this spell using a slot of 3rd level or higher, the temporary hit points gained increases by 1d6 per slot level above 2nd.

Skewering Vine

3rd level conjuration

Casting Time: 1 action

Range: self

Components: VS

Duration: Concentration, up to 1 hour

When you cast this spell, a mass of vines coils forth from the ground around you. When you cast this spell, and as an action on each of your turns while it remains, you can make a ranged spell attack against a target you can see within 30 feet of you. This attack ignores half and three-quarters cover. If you hit, the target takes 3d10 piercing damage and is lifted 5 feet into the air until the end of their next turn. They can use half their movement during their turn to free themselves of the skewering vines, returning to the ground.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the piercing damage increases by 1d10 per slot level above 3rd.