Base Class: Warlock
Mastery of oneself is one thing, mastery over a wraith that has touched one's very being and made a home within? Another thing entirely. The deadly energies of the wraith inside them are sought to be mastered entirely by those on the Path of Control, these warlocks striving for a total perfection of their powers and themselves...ambitious indeed.
Grasp of the Wraith
As a wraith touched you gain some control over your opponent's life essence. After you deal damage with a melee attack you can deal 1d6 necrotic damage and gain hit points equal to the necrotic damage inflicted. you can only use this feature up to a number of times equal to your proficiency bonus.
Illusion of Fear
You gain the ability to channel the wraith within you. As an action, you can launch an image of the wraith. Cause a target within 60 feet that you can see to make a wisdom saving throw DC 15 or your target must use their reaction to run their full movement speed in the opposite direction of you.
Strength of Spirit
You gain more control over the wraith within. When you take the attack action, you can use the wraith within you to extend your reach by 5ft. Your Grasp of the Wraith feature now does 1d8 necrotic damage.
Possession
As an action, you can channel the energies of your wraith to attempt to possess a creature. The creature must make a DC 17 Wisdom saving throw or be possessed. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Wisdom saving throw against the possession. You can not use this feature again until you finish a long rest.
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