Warlock
Base Class: Warlock

You have met, by chance or misfortune, with an ethereal being. An entity without form, without shape, without existence truly, until a connection was made and it struck a deal with you. Whatever the conditions were, you accepted, and thus became infused with their essence, their individuality. Your patron doesn't simply grant you boons- it is watching you, crawling in your veins and in your mind, and its power coats and plagues your entire being.

Welcome to the Haunting, also known as polite and rule-abiding possession. The boons are great, but the costs may be just as high.

Corrupting Essence

Your patron is with you, everywhere, anytime. Its very essence creeps into each and every one of your actions, and every time you deal damage, it turns into their preferred damage type. No matter what you do, whether it's casting a spell, throwing a stone or shooting an arrow, its energy will follow and strike your foes.

Every single damage you deal becomes either Acid, Cold, Fire, Lightning, Poison, Necrotic or Radiant

Acid

Your patron's chosen damage type is acid.

Cold

Your patron's chosen damage type is Cold.

Fire

Your patron's chosen damage type is Fire.

Lightning

Your patron's chosen damage type is Lightning.

Necrotic

Your patron's chosen damage type is Necrotic.

Poison

Your patron's chosen damage type is Poison.

Radiant

Your patron's chosen damage type is Radiant.

Expanded Spell List

The Haunting 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.

Haunting Expanded Spells
Spell Level Spells

1st

burning hands, command

2nd

blindness/deafness, scorching ray

3rd

fireball, stinking cloud

4th

fire shield, wall of fire

5th

flame strike, hallow

Take Over

Starting at 6th level, the entity you've made a pact with gains more foothold on you and can now unleash an abrupt burst of energy. You can either:

  • Not There Yet: Drop to 1 hit point when you are reduced to 0 hit points but not killed outright.

  • Ethereal Outburst: Use your action to unleash the raw power of the entity within yourself, causing wild, impossibly bright or dark crackling energy to pool around you, originating from your patron's contact point (often the eyes or ears).
    Your transformation lasts for 1 minute or until you end it as a bonus action.
    Once on each of your turns, you can deal extra damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your level.

Once you use this trait, you can't use it again until you finish a long rest.

Maddening Dark

During your Ethereal Outburst, you shed darkness in a 10-foot radius and dim the light for another 10-feet. You are obscured from creatures without darkvision, who have disadvantage on their attacks against you.

Searing Light

During your Ethereal Outburst, you shed bright light in a 10-foot radius and dim light for an additional 10 feet. You are obscured from creatures with darkvision, who have disadvantage on their attacks against you

True Visage

Starting at level 10, you tap into a purer, truer part of your patron's boons when using your Ethereal Outburst. All damage inflicted by you is now either Acid, Cold, Fire, Lightning, Poison, Necrotic, Radiant, or Psychic for the duration of the transformation.

Acid

Ethereal Outburst turns all damage inflicted by you to Acid.

Cold

Ethereal Outburst turns all damage inflicted by you to Cold.

Fire

Ethereal Outburst turns all damage inflicted by you to Fire.

Lightning

Ethereal Outburst turns all damage inflicted by you to Lightning.

Necrotic

Ethereal Outburst turns all damage inflicted by you to Necrotic.

Poison

Ethereal Outburst turns all damage inflicted by you to Poison.

Psychic

Ethereal Outburst turns all damage inflicted by you to Psychic.

Radiant

Ethereal Outburst turns all damage inflicted by you to Radiant.

Ghastly Protection

Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.

Obliterating Spirit

Starting at 14th level, when you hit a creature with an attack, you can use this feature to pass your patron's corroding essence to the target.

It must succeed on a Wisdom saving throw or be possessed for a minute.

  • On a failure, the creature will inflict as much damage as possible to your enemies, including itself if it cannot reach another target. The target will prioritize damage over everything else, including self-preservation, and keep their normal abilities.
  • On a success, the target is paralyzed and unaware of its surroundings for the duration.

Once you use this feature, you can’t use it again until you finish a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
12/9/2021 2:39:13 PM
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