Base Class: Warlock
Shifting between the spirit realm and the physical realm those on the Path of the Specter ghost through their lives and their enemies with deadly precision and a (hopefully) harmless habit of spooking people a bit when they suddenly return from the spirit plane like nothing happened.
Spectral Walk
You gain the ability to enter the realm of spirits. The realm of spirits is a reflection of the physical realm. While in the realm of spirits you can move through other creatures and objects as if they were difficult terrain, you also gain resistance to Bludgeoning, Piercing, and Slashing from NonMagical weapons . You may remain in the realm of spirits for a number of minutes equal to your proficiency bonus before being transported back to the physical realm in the same place you entered. If there is something occupying that space you are pushed to the nearest unoccupied space. You may only enter the spirit realm a number of times equal to your proficiency bonus. These uses replenish when you take a long rest.
Spectral Chill
While using the Spectral walk Feature, when you make an attack from the Realm of Spirits, you add 1d4 cold damage to your attacks.
Spectral Stride
When Using spectral walk, if you pass through a creature that creature must make a constitution saving throw or take 2d8 cold damage half on successful save. A creature can only be affected by this feature once per round.
Soul Rip
While using the spectral walk feature, As an action you can attempt to rip a piece of a creature's soul out that is within 5 ft of you and must make a DC 17 Constitution saving throw or take 8d8 cold damage or half on a successful save. You can’t use this feature again until you finish a long rest.
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