Winter by Janna Sophia
Warlock: Cloak and Dagger
The
The Knife
Knife InIn The
The Dark
Dark Patron
Patron
Pact
Pact ofof the
the Cloak
Cloak
Invocations
Invocations For
For All
All
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If you do not have your Dusknife, you can use a bonus action
to cause the Dusknife to reappear in your hand.
At higher levels, the Dusknife becomes more powerful.
Starting at warlock level 6, once per turn when you deal
damage with your Dusknife, you add an extra 1d4 to the
damage, 2d4 at level 10, 3d4 at level 14, and 4d4 at level 18.
When you pick your Warlock Pact at level 3, the class changes.
Please see the next page for what improvements occur.
Thief’s Intuition
Also at 1st level, your patron imparts some of their grace,
choose Sleight of Hand or Stealth to gain proficiency in.
Additionally, prior to making a skill check or saving throw
that you don't have proficiency in, you may choose to add
your proficiency bonus to that the roll (no action required).
This feature can be used a number of times equal to your
Charisma modifier, and all expended uses are restored when
you finish a rest.
Thief’s Talents
At 6th level, your patron grants you abilities they knew in life.
You learn Thieves Cant, as per the Rogue feature.
Additionally, you may allow your Dusknife to guide you for
How does one steal the power of a god? Known only as the next minute (no action required), you gain Thief’s Talents.
'Knife In The Dark' before attaining greater power, they were While you have Thief’s Talents, you have advantage on
a master thief. Dexterity saving throws; additionally, once on each of your
A true genius of theft and subtlety, they stole the power of a turns you may use one of the following abilities:
god and got away scott free. Knife In The Dark acts through a Lifeline: Cast levitate or misty step without expending a spell
special dagger, the Dusknife, that only you can summon, slot which lasts until the end of your next turn.
which grants the talents and abilities any thief would need to Subtle Arts: When you cast a spell, you may cast it without
accomplish whatever the job requires. any somatic or verbal components.
Honed Reflexes: As a bonus action, take or plant an item on
Expanded Spell List a humanoid or perform the Disengage, Hide, or Search
Knife In The Dark lets you choose from an expanded list of action.
spells when you learn a warlock spell. The following spells Once you have used this feature, you may not use it again
are added to your warlock spell list. unless you have taken a long rest or have expended a warlock
spell slot to use it again.
Knife In The Dark Expanded Spells
Spell Level Spell Armor of Shade
1st alarm, fog cloud At 10th level, your Dusknife creates a protective cloak of
shadows around you. After taking the Hide action or when
3rd enhance ability, pass without trace rolling an attack with advantage while using your Dusknife,
5th blink, nondetection, sending you gain temporary hit points equal to half your warlock level.
Additionally, by planting your Dusknife in the ground you
7th arcane eye, greater invisibility may cast tiny hut without using a spell slot once per long rest.
9th passwall, skill empowerment When cast this way, each creature within the tiny hut is under
the effects of the nondetection spell.
The Dusknife Master Thief
At 1st level, by utilizing and expending a handful of metal At 14th level, your magics granted through the Dusknife
equal to or greater than 1gp of worth, you summon a special allow you to sneak an entire crew into any area.
Once per
knife made of solidified shade, as an action; this is the long rest, as an action, you may cast gaseous form on up to
Dusknife. It is a simple melee weapon with which you are 10 willing creatures you can see within 30 feet of you. When
proficient. The Dusknife deals 1d4 psychic damage on a hit you cast this spell using this feature, the speed of a target of
and has the finesse, light, and thrown properties (range this spell becomes 60 feet instead of 10 feet.
20/60). When you use the attack action with the Dusknife, Additionally, you learn how to twist your Dusknife when
you can use your Charisma modifier, instead of Strength or you get the better of your foes. Whenever you attack with
Dexterity, for the attack and damage rolls. your Dusknife and roll with advantage, you may add your
The Dusknife may be used to pick locks and disarm traps proficiency bonus to the damage.
as if you were using and had proficiency with Thieves’ Tools.
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Pact of the Cloak
Your patron gives you cloak, a sheet of patternless cloth, woven
with shadow and magic, warn over the shoulders that can
range from floor-length and to mid-back in length. You decide if
it has a hood and can change the size, texture, color of your
cloak when you finish a long rest.
When attempting to Hide, you do not need to break line-of-
sight to perform your Hide action.
Additionally, a number of times per long rest equal to your
proficiency bonus, when you take the Hide action, you may
become invisible. Your invisibility ends when you cast a spell,
make an attack, or at the start of your next turn.
If you lose the cloak, you can perform a 1-hour ceremony to
receive a replacement from your patron. This ceremony can be
performed during a short or long rest, and it destroys the
previous cloak. The cloak turns into mundane threads that
unweave and blow away when you die.
Door From Nothing
Knife In The Dark Pacts
When you take different pacts with the Knife In The Dark
13th-level, Pact of the Cloak
patron, you gain the following for each pact:
You may cast arcane gate without expending a use of
Pact of the Cloak: once per turn, when you attack with your Mystic Arcanum. You may not cast that spell using this
Dusknife and roll with advantage or with an ally within 5 feet of
invocation again until you have finished a long rest.
When you use this invocation to cast arcane gate the
your target, you may add 1d8 plus your warlock class level to
range become 1 mile.
the damage.
Pact of the Blade: You may use your pact weapon as the base Escape Plan
weapon for the Dusknife. The additional damage dealt starting 11th-level, Knife In The Dark Patron, Pact of the Cloak
at level 6 may only be applied once on your turn and continues
After casting tiny hut using your Armor of Shade feature,
to be a d4.
you also prepare a Rendezvous Point. Any willing creature
Pact of the Chain: If your familiar can see you, they can use their that was within the dome of your tiny hut when it was cast
bonus action to give you advantage on the next melee attack may, as an action, be teleported to that Rendezvous Point if
you make with your Dusknife.
they are still within 10 miles of the dome.
Pact of the Talisman: In addition to using the talisman after
failing an ability check, you may also use the talisman after
Eldritch Adrenaline
missing an attack roll.
5th-level, Knife In The Dark Patron, Pact of the Cloak
Pact of the Tome: You may use the Dusknife as an arcane focus. When you roll initiative, you may use your reaction and
Additionally, you may change the damage type of a spell of any expend a warlock spell slot to add your proficiency bonus
1st level or higher to psychic or necrotic damage once per
to your initiative and gain temporary hit points equal to 3
times the level of spell slot expended. For the next minute,
short rest.
your walking speed increases by 10 feet, you have a
climbing speed equal to your walking speed, and your jump
Invocations distance is doubled.
Arrow in the Dark Fiendly Guidance
Knife In The Dark Patron, Pact of the Blade Knife In The Dark Patron, Pact of the Chain
Instead of summoning a Dusknife, you may summon the A number of times per long rest equal to your proficiency
Blackbow, a +1 longbow with which you are proficient in. The bonus, if your familiar is within 5 feet of you and isn’t
Blackbow deal psychic damage on a hit and you can use your incapacitated, you may reroll a failed ability check or
Charisma modifer instead of Dexterity for the attack and unsuccessful saving throw (no action required).
damage rolls.
Starting at warlock level 6, once per turn when you deal Marconi's Cloak of Traversing
damage with your Blackbow you may add an additional 1d6 to 5th-level, Pact of the Cloak
the damage, increasing to 2d6 at level 10, 3d6 at level 14, and
4d6 at level 18. As a bonus action, a gust of wind picks you up by your
cloak, you may fly up to 20 feet before the end of your turn.
Armored Cloak If you are still aloft at the end of your turn, you float gently
15th-level, Pact of the Cloak to the ground.
You may cast feather fall once per long rest
Without expending a spell slot, you may cast shield at will without expending a spell slot.
while you have your cloak on.
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McGuffin's Map of Value Smith-of-shadows
7th-level, Knife In The Dark Patron 7th-level, Knife In The Dark Patron
You have advantage on concentration saving throws while You gain proficiency with Smith's Tools and once per short
maintaining concentration on divination spells. rest, you may change the damage dealt by your Dusknife
You may cast locate animals or plants, locate creature, and from psychic to either acid, cold, fire, necrotic, or radiant.
locate object once each per long rest without expending a spell
slot. Additionally, you may use a dagger instead of a handful of
metal to summon your Dusknife; if that dagger has any
Paracelsus's Strike special properties such as being made of silver, carrying a
Knife In The Dark Patron curse, or enchanted by magic, then your Dusknife takes on
You inject an eldrtich toxin as you stab with your Dusknife. those properties in addition to the Dusknife's normal
Once per turn when you hit a creature with your Dusknife, you attributes.
can expend a warlock spell slot to deal an extra 1d6 psychic Soref's Blessing
damage to the target, plus another 1d6 per level of the spell slot.
The creature damaged must make a successful Charisma save 5th-level, Knife In The Dark Patron
against your spell save or be incapacitated until the end of their You gain proficiency in Thieves' Tools. When attemtping to
next turn. pick a lock causes you to make a saving throw, such as by
Pickpocket's Pal triggering a trap, you may use your reaction to add an your
7th-level, Knife In The Dark Patron, Pact of the Cloak proficiency bonus to the saving throw for yourself and any
ally within 15 feet of you.
You have advantage on checks related to planting or removing You may also cast arcane lock and knock once each per
an item from a creature unnoticed and may attempt to do so as long rest without expending a spell slot.
a bonus action.
You can also cast tiny servant once per long rest without Speed of Shadows
expending a spell slot. 7th-level, Pact of the Cloak
Plank's Penumbra While you are in an area of dim light or darkness, your
Pact of the Cloak movement speed is increased by 10 feet.
You may take the Hide action as a bonus action. You can also cast dimension door once per long rest
You can also cast invisibility once per long rest without without expending a spell slot.
expending a spell slot.
Senses Attuned
3rd-level, Knife In The Dark Patron
You can cast find traps at will without expending a spell slot.
Shade's Delight
Pact of the Cloak
When you roll a d20 while perform any Dexterity check, you
may choose to treat any roll below 8 as a roll of 8 a number of
times per long rest equal to your proficiency bonus.
You can also cast pass without trace once per long rest
without expending a spell slot.
Shepherd of the Darkness
Knife In The Dark Patron, Pact of the Cloak
You may expend a warlock spell slot as an action to brandish
your Dusknife and gain an aura to aid your allies. While
maintaining concentration for the up to an hour, you and any
ally within 30 feet gains a bonus to their Dexterity (Stealth)
checks equal to twice your proficiency bonus and their
movement increases by 15 feet. While within your aura, no
creature searching for you or your allies can roll their search
with advantage.
Silver-tongued Devil
Knife In The Dark Patron
You gain proficiency with the Disguise Kit and gain proficiency
in the Deception skill.
You may also cast charm person once per long rest without
expending a spell slot.
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Spell-eater The Perfect Crime
Knife In The Dark Patron, Pact of the Cloak 11th-level, Knife In The Dark Patron
Your cloak consumes and redirects magic into your Dusknife. You may cast modify memory and seeming once each per long
A number of times per long rest equal to your proficiency rest without expending a spell slot.
bonus, you may use your reaction to halve the damage
received from a spell or other magical ability. The next attack The Skill Gatherer
roll you make with with your Dusknife, do so with advantage Special Prerequisite
and the first time you roll damage with your Dusknife within
the next minute, the target takes an extra amount of force You gain proficiency in a skill of your choice. Additionally,
damage equal to your warlock level. choose one of your skills that you are proficient in; your
proficiency bonus is doubled for any ability check you make
Spellblade that uses that chosen proficiency.
11th-level, Knife In The Dark Patron You may take this invocation multiple times depending on
You may cast a spell into your Dusknife, storing it there until your warlock level. At 3rd level you may take this invocation
you finish a short or long rest. You may trigger this spell once, you may take this invocation again starting at warlock
through your Dusknife either as the spell would normally be level 7, and a third instance of this invocation at warlock level
cast or, if the spell has a cast time of an action or bonus action, 14.
then you may trigger the spell after a successful attack, Thief's Eyes
targeting the creature attacked. Knife In The Dark Patron
The targeted creature has disadvantage on the saving throw
or you roll with advantage if the spell requires a spell attack You can see in darkness as if it is dim light out to a distance of
roll, if required. 30 feet.
You have a +5 bonus to your passive Intelligence
The Guided Knife (Investigation) and passive Wisdom (Perception) scores.
9th-level, Knife In The Dark Patron Additionally while hiding and moving steathily, you gain
Your Dusknife gains a +1 bonus to attack rolls and damage, advantage on ability checks reliant on vision.
the range with with you can throw your Dusknife also Vault of the Consuming Cloak
improves from 20/60 to 30/90, and your attacks with the Pact of the Cloak
Dusknife score a critical hit on a roll of 19 or 20.
Your cloak consumes an object you are holding, causing that
object to vanish. The object, which only you can be holding
and can weigh no more than warlock level multiplied by four
pounds, is transported to an extradimensional space, your
private vault within your cloak, where it remains until recalled;
if you die, the items held within your vault spew forth around
your corpse in 1d4 days.
Your vault can hold up to 500 pounds, not exceeding a
volume of 64 cubic feet. Retrieving an item from your vault
requires an action. Your cloak will not consume an object that
has an extradimensional space
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