5e:Nightstalker/Warlock
Nightstalker Council
You draw power from the Nightstalker Council, whose purpose is to confront, nullify, or eliminate creatures of enmity. The council consists of the most powerful Nightstalkers of all classes. Some of these are said to be immortal. Their combined knowledge, wisdom, and power allow them to channel some of their power to you.
Nightstalker Council Features
| Warlock Level | Features |
|---|---|
| 1st | Enmity, Esoteric Knowledge, Nightstalker Magic |
| 6th | ____ |
| 10th | Iron Resolve, Turn Creatures of Enmity |
| 14th | ____ |
Enmity
1st level Nightstalker Council feature.
You have enmity with a certain type of creature. Choose one of the following types: aberrations, celestials, constructs, dragons, fey, fiend, shapechanger, or undead. These are creatures of enmity.
- You also learn to speak, read, and write one of the following languages: Abyssal, Celestial, Deep Speech, Draconic, Infernal, or Sylvan.
- You may gain enmity with an additional type every 3rd level hereafter (4th, 7th, 11th, 14th, and 17th). You do not gain an additional language at these levels from this feature.
Esoteric Knowledge
1st level Nightstalker Council feature.
Your esoteric knowledge grants you advantage on Intelligence and Wisdom skill checks that are related to creatures of enmity.
Nightstalker Magic
1st level Nightstalker Council feature.
You learn an additional spells when you reach certain levels in this class, as shown in the Nightstalker Spells table. The spell counts as a warlock spell for you, but it doesn’t count against the number of warlock spells you know.
Nightstalker Spells
| Warlock Level | Spells |
|---|---|
| 1st | bless, cure wounds |
| 3rd | gentle repose, lesser restoration |
| 5th | remove curse, revivify |
| 7th | greater invisibility, locate creature |
| 9th | legend lore, greater restoration |
____
6th level Nightstalker Council feature.
You...
Iron Resolve.
10th level Nightstalker Council feature.
You gain proficiency is Wisdom saving throw. If you already have proficiency in this, you gain proficiency in either Intelligence or Charisma saving throws.
Turn Creatures of Enmity
10th level Nightstalker Council feature.
You gain the ability to turn creatures of enmity. As an action, you present your holy symbol or item that is a bane to the creature (wolf's bane, cold iron, silver, etc.) and verbally censure the creature of enmity. Each creature of enmity that can see or hear you within 30 feet of you must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). If the creature fails its saving throw, it is turned. This lasts for 1 minute, or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the dodge action.
Once a nightstalker uses this feature, he/she may not use it again until he/she finishes a short or long rest.
____
14th level Nightstalker Council feature.
You...