Base Class: Warlock
When the line that separates the realm of life and death is blurred, Wraithtouch are born. As a Pact of the Wraith warlock, you may have had a near-death experience that left you connected with the spirit world upon your recovery. Or perhaps ever since you can remember you've enjoyed the silent company of a spirit whose true nature you are only just beginning to understand. Whatever your story, Pact of the Wraith warlocks are able to contact the dead and manipulate death itself.
Wraith Expanded Spell List
| 1st | detect evil and good, dissonant whispers |
| 2nd | warding bond, phantasmal force |
| 3rd | speak with dead, spirit guardians |
| 4th | death ward, banishment |
| 5th | geas, raise dead |
Death's Door
When you roll a death saving throw you can add your proficiency modifier.
Séance
Starting at 6th level, if you physically touch a corpse you can use your action to attempt to find out details about them. To do this, roll a Charisma check and add your proficiency modifier.
The difficulty of your Séance depends on how recently the creature died. A successful Séance will generally reveal the target's race, name, gender, and occupation. A Séance attempted on a creature that had an Intelligence of 3 or less in life automatically fails. A Séance cannot reveal information that the target did not know. Information learned through a Séance is seen in flashes of images and emotions and not typically words.
Séance attempts that exceed the DC may reveal additional information about the target, at the DM's discretion.
A roll of 5 or more than the DC might reveal things like what the target was doing during their last few hours of life or the target's last emotions before death.
A roll of 10 or more than the DC might reveal things like the target's final moments or their current emotional state of their spirit.
You can use this feature a number of times equal to your Charasima modifier. You regain all uses after a long rest.
Séance Difficulty
| Time since death | DC |
|---|---|
| Within the last hour | 7 |
| Within the last 24 hours | 10 |
| Within the last week | 14 |
| Within the last month | 17 |
| Within the last year | 21 |
| Within the last 10 years | 25 |
| 100 years or more | 30 |
Death's Door
Starting at 1st level, the wraith bound to you has an interest in keeping you alive. When you roll a death saving throw you can add your proficiency modifier.
Ethereal Sight
Starting at 10th level, you gain the ability to see the unseen world. You are able to see invisible creatures and objects within 30 feet of you.
Additionally, you have advantage on Intelligence checks and saving throws made against illusions.
Spirit Walk
At 14th level, your connection to the spirit world allows you to move through it.
As an action you can step into the ethereal plane, vanishing from your location on the current plane. Once on the ethereal plane, you have 30 feet of movement. While in the ethereal plane you can observe the plane you vanished from as if you were there, but you can not interact with it. You can move through objects like walls or creatures but if you end your turn there you take 3d10 force damage and are forced to the nearest open space. If you end your turn inside a creature only you take the damage.
You can use this feature a number of times equal to your Charasima modifier, you regain half of the uses after a short rest and all of the uses after a long rest.
Comments