Night Drifter (5e Subclass)

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The Night Drifter[edit]

Warlock Subclass

The night drifter, the dark sky dragoness, Zan'ya the True Night, is an Old One who roams the skies of Grisaire every night after twilight. She is known to look out for ill-deeds done in the dead of night, which are never hidden from her. These deeds she records in her memories, going back as long as her pale white hair. One day, they will be used for judgment against the evil-doers. Zan'ya punishes those she sees as destructive to the world balance with a mix of curses and blights. Her breath is said to be the origin of nightly chills. Those who make pacts with Zan'ya commonly subscribe to vigilantism, particularly when it concerns night activities. You may have established a pact with Zan'ya after seeing her form in the sky or being chosen for your deeds under the cover of darkness.

Expanded Spell List[edit]

The night drifter 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.

Spell Level Spells
1st bane, arms of hadar
2nd darkvision, invisibility
3rd bestow curse, enemies abound
4th ice storm, hallucinatory terrain
5th dispel evil and good, hold monster

Dark Slip[edit]

Starting at 1st level, you gain a subtler presence to better let you maneuver in poorly lit conditions. While you are in darkness or dim lighting, you have advantage in Dexterity (Stealth) checks. Additionally, when you use the Dash while in darkness, you can move an additional 10 feet and you are unaffected by difficult terrain.

Night Cover[edit]

Starting at 6th level, you can create your own portion of night to nullify the visuals of others. When you hit a creature with an attack and roll damage against the creature, you can have a cloud of black inkiness extend out in a 15-foot radius from the target. This area becomes heavily obscured and is considered to be in magical darkness. The dark cloud lasts until the end of your next turn, after which it dissipates. You can use this feature a number of times equal to your Charisma modifier (min of 1).

Justice Zero[edit]

Starting at 10th level, your attacks cut with chilling precision, aptly so into the hearts of the wicked. You gain resistance to cold damage.

Additionally, when you hit a creature with an attack and roll damage against the creature, you can replace the damage type with cold damage. Once per turn, when you hit a creature with an attack that deals cold damage, you can add your proficiency bonus to the damage roll.

Sight Projection[edit]

Starting at 14th level, you can project your consciousness out and see events a great distance away, like the watcher Zan'ya is. As an action, you can project your spirit from your body. The body you leave behind is unconscious and in a state of suspended animation.

Your spirit can remain outside your body for up to 1 hour or until you dispel this feature's effect as a bonus action. When your projection ends, your spirit returns to your body or your body magically teleports to your spirit’s space (your choice).

While projecting your spirit, you gain the following benefits:

  • Your spirit and body gain resistance to bludgeoning, piercing, and slashing damage.
  • You can cast the scrying spell. If you cast the spell this way, it doesn’t require material components.
  • You have a flying speed equal to your walking speed and can hover. You can move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object.

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

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