TEXT:  
  Otherworldly Patrons 
  The beings that serve as patrons for warlocks are mighty 
  inhabitants of other planes of existence—not gods, but 
  almost godlike in their power. Various patrons give their 
  warlocks access to different powers and invocations, and 
  expect significant favors in return. Some patrons collect 
  warlocks, doling out mystic knowledge relatively freely or 
  boasting of their ability to bind mortals to their will. Other 
  patrons bestow their power only grudgingly, and might 
  make a pact with only one warlock. Warlocks who serve 
  the same patron might view each other as allies, siblings, or 
  rivals. 
  The Shadow 
  Your patron lurks in the darkness of the multiverse, 
  snuffing out the light in mortals' hearts. It is a Shadow that 
  consumes all, a force hailing of the Shadowfell. Some 
  Shadows will forge a pact with an individual because they 
  see their own mysterious nature reflected within a mortal's 
  soul. Beings of this sort include Alseroth, the Vexing; 
  Crenzj, the Absent; Faryendun, the Murderous Mist; 
  Rydensi, the Twilit Flame; Sevaera, the Convict; and 
  Yzerin, the Incomprehinsible; there are many other cryptic 
  and shadowy beings that hail from the Shadowfell and 
  beyond which can forge a pact with mortals. 
  Expanded Spell List 
  The Shadow 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. 
  Shadow Bonus Spells  
  Spell Level 
  Spells 
  1st 
  inflict wounds, sleep 
  2nd 
  pass without trace, spiritual weapon 
  3rd 
  blink, nondetection 
  4th 
  black tentacles, greater invisibility 
  5th 
  dominate person, seeming 
  Heart of Darkness 
  Starting at 1st level, you can unlock the darkness within 
  your heart. Your body transmutes into living shadow for 1 
  minute. You can perform this transformation as a bonus 
  action on your turn, and you gain the following benefits: 
  • You gain resistance to nonmagical bludgeoning, 
  piercing, and slashing damage from weapons that aren't 
  silvered. 
  • Your melee attacks deal additional necrotic damage 
  equal to your proficiency bonus. 
   
  • You can move through other creatures and objects as if 
  they were difficult terrain. You take 1d10 force damage 
  if you end your turn inside a creature or object, and you 
  are shunted to the nearest unoccupied space. Your 
  movement is stopped by 5 feet of wood, 1 foot or more 
  of stone, 2 inches or more of most metals, and a thin 
  sheet of lead.  
       You revert to your normal form early if your drop to 0 
  hit points or become incapacitated. You can end this 
  transformation early (no action required by you). 
       Once you use this ability, you can't use it again until you 
  complete a short or long rest. 
  Shadow Cat 
  Starting at 6th level, when you drop to 0 hit points, you can 
  use your reaction to shift into a spectral cat made of 
  shadow. Your gear merges into your body and your 
  statistics are replaced by the statistics of the cat, but you 
  retain your alignment, personality, and mental ability 
  scores. Your shadow cat form gains a bonus to hit points 
  equal to your Charisma modifier. While you are in cat form 
  you are under the effects of your Heart of Darkness ability.  
       If your shadow cat form is reduced to 0 hit points, you 
  revert to your natural form and begin making death saving 
  throws. If you regain hit points from healing magic, you 
  revert to your normal form with that many hit points. 
       Once you have used this feature, you can't use it again 
  until you complete a long rest. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Agent of Twilight 
  Starting at 10th level, your ability to channel the 
  Shadowfell has imbued you with innate defenses against 
  the powers of its darkness. Your hit point maximum can't 
  be reduced by necrotic energies. You also have resistance 
  to necrotic damage, and whenever a creature deals necrotic 
  damage to you, that creature takes the same amount of 
  damage that you do. 
  Dark Persona 
  Starting at 14th level, the darkness inside you has grown 
  considerably, allowing you to harness the power of your 
  patron with greater mastery than before. You can now use 
  your Heart of Darkness feature an unlimited number of 
  times. 
   
   
  New Eldritch Invocations 
  These invocations are available to warlocks of The 
  Shadow. 
  Shadow Walk  
  Prerequisite: 9th level 
  You can step from one shadow into another. When you are 
  in dim light or darkness, you can use your bonus action to 
  teleport up to 60 feet to an unoccupied space you can see 
  that is also in dim light or darkness. 
  Shard of Darkness 
  Prerequisite: Pact of the Blade feature 
  When you create your pact weapon as a shortsword, it 
  manifests as a blade crafted from the shadows of the 
  Darkforge at the heart of the Shadowfell. When you hit a 
  creature with it, you can expend a warlock spell slot to deal 
  an additional 2d8 necrotic damage to the target per spell 
  level, and that creature cannot make opportunity attacks 
  against you until the end of your next turn. 
  Servant of Darkness  
  Prerequisite: 12th level, Pact of the Chain or Pact of the 
  Tome feature 
  You gain the ability to expend a warlock spell slot as an 
  action to summon undead from the Shadowfell to your aid. 
  You choose one of the following options for what appears: 
  • One undead of challenge rating 2 or lower 
  • Two undead of challenge rating 1 or lower 
  • Four undead of challenge rating 1/2 or lower 
  • Eight undead of challenge rating 1/4 or lower 
  An undead summoned by this invocation disappears when 
  it drops to 0 hit points, or when you lose concentration (as 
  if you were concentrating on a spell). 
       The summoned creatures are friendly to you and your 
  companions. Roll initiative for the summoned creatures as 
  a group, which has its own turns. They obey verbal 
  commands that you issue to them (no action required by 
  you). If you don't issue any commands to them, they defend 
  themselves from hostile creatures, but otherwise take no 
  action. 
       The DM has the creatures' statistics. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/The Shadow.pdf