Warlock
Base Class: Warlock

Warlocks of The Ghost make their pact with a powerful ghost or spirit. Patrons of this subclass take many forms, from a helpful cleric who seek to continue aiding people through their warlock, to cunning trickster, scheming their way back to life, to an ethereal entity who is slowly taking over their adventurer's body. Be creative with your patron as they can be just about anyone who has died, or something else you may come up. There are a few constants between these patrons that players are free to dismiss if they would enjoy otherwise; the patrons are ever-present in their warlock's journey, whether they are helpful or not is up to them, and these patrons cannot be seen, heard, or felt by those who aren't their warlock, unless they choose otherwise or they can perceived by a powerful entity. Warlocks who make a pact with a ghost or spirit bind their souls together in a sort of mutual possession. This pact allows warlocks to learn skills and ethereal abilities from their patron that they once knew in their life. As these warlocks grow more ethereal, their patrons may do the opposite, but that is up to the DM and/or player to decide. Work with your DM on deciding how much of a role your ever-present patron will have in the campaign.

Expanded Spell List

The Ghost 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.

Ghost Expanded Spells
Spell Level Spells
1st feather fall, inflict wounds
2nd see invisibility, levitate
3rd phantom steed, animate dead
4th faithful hound, death ward
5th raise dead, telepathic bond

Spirit Proficient

At 1st level, your ghost teaches you proficiency in two additional skills or tools that your patron was proficient with in their life.

Ethereal Ability

At 1st level, you gain the ability to access ethereal versions of abilities and skills your patron used/knew when they were alive. You select the basic type of profession your patron was and based on that profession, you gain abilities. You can select; Warrior, Mage, or Healer (more to come).

Healer

You can cast healing word at first level a number of times equal to your CHA modifier (minimum of 1) per long rest. You also gain proficiency in medicine. This ability will upgrade at level 10.

Mage

When your patron was a mage in their life, you learn a first level spell from the wizard, sorcerer, or warlock's spell list. You can cast this first level spell without expending a spell slot once per long rest. You also gain proficiency in Arcana. This ability will upgrade at level 10.

Warrior

When your patron was a warrior in their life, you gain the ability to summon an ethereal version of a weapon they once used. Select a martial or simple weapon, you gain proficiency in that weapon and are able to summon an ethereal version of it. This ghostly weapon deals necrotic damage instead of physical damage and you can use your CHA modifier for it. If you select Pact of The Blade at level 3, you can use this ability with your pact weapon(s) to surround it in an ethereal energy and give it an additional 1d4 of necrotic damage. This ability will upgrade at level 10.

D&D Beyond. As there isn't a way to display your ethereal weapon or your bonus necrotic damage with a pact weapon, I recommend using alternative measures to aid with using these abilities on this website. For your ethereal weapon, give your character in D&D Beyond the same type of weapon you chose as a proficiency, add "Ethereal" to this weapon's name by customizing it and make a note that this weapon's damage type is necrotic and you have to summon it to use it. For your pact weapon, make a note somewhere that your pact weapon deals extra necrotic damage when this ability is active. If you aren't using D&D Beyond, then do whatever you want.

Ghostly Unity

Starting at 6th level, your pact with your spirit patron allows you to merge places with them and grow in power as a bonus action. If your Ethereal Ability is activated with a bonus action, you can activate that ability at the same time you activate Ghostly Unity. When you activate this ability you gain resistance to necrotic damage, the ability to see 10 feet into the ethereal plane, a flight (hovering) speed of 20 feet, and all of your attacks count as magical for the purpose of overcoming resistances. You can use this feature three times per long rest and if your patron takes control of your body, this ability will activate automatically.

Instill Fear

Starting at 10th level, you gain the ability to Instill Fear in targets. As a bonus action you can select a creature you can see within 60 feet of you who must succeed a WIS saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of their subsequent turns, ending the effect on a success. You can use this ability 3 times per long rest.

Ethereal Upgrades

Starting at 10th level, you gain upgrades to your Ethereal Ability.

Healer

You can cast mass healing word once per long rest.

Mage

You gain an additional first level spell you can use once per long rest. You can use both charges for this ability to cast one of the first level spells you have learned through this ability at second level.

Warrior

You can choose an additional weapon your patron once used to gain proficiency in and summon an ethereal version of. You can use CHA as your modifier for this ethereal weapon. If you chose Pact of The Blade at level 3, you can deal 2d4 necrotic damage on attacks with your pact weapon while this ability is active.

D&D Beyond. As there isn't a way to display your ethereal weapon or your bonus necrotic damage with a pact weapon, I recommend using alternative measures to aid with using these abilities on this website. For your ethereal weapon, give your character in D&D Beyond the same type of weapon you chose as a proficiency, add "Ethereal" to this weapon's name by customizing it and make a note that this weapon's damage type is necrotic and you have to summon it to use it. For your pact weapon, make a note somewhere that your pact weapon deals extra necrotic damage when this ability is active. If you aren't using D&D Beyond, then do whatever you want.

Incorporeal Unity

Starting at 14th level, while ghostly unity is active, you can temporarily enter the ethereal plane and become incorporeal. As a bonus action, you enter the ethereal plane for 1 round. While you are on the border ethereal, you can be seen from and see the material plane but you cannot affect or be affected by anything on it. You also become incorporeal in this state, allowing you to move through other creatures and objects as if they were difficult terrain. You take 2d10 (10) force damage if you end your turn inside an object. This ability ends at the start of your next turn.

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