Base Class: Warlock
The Ethereal realm exists in the space between the Prime Material and the other inner planes, ever present but never noticed. You have made your pact with one of the more powerful spirits that inhabits this plane of swirling mists. Part of this spirit resides in you, allowing you limited ability in object possession, and your connection to the ethereal plane grants you increased mastery over teleportation magic as your tether to the Prime Material is thinner than others'.
Expanded Spell List
When choosing warlock spells, you can also choose the following:
|
Spell Level |
Spells |
|
1st |
|
|
2nd |
|
|
3rd |
|
|
4th |
|
|
5th |
Ethereal Projection
Starting at 1st level, a portion of your patron's spirit resides in you. You can project this spirit in to an object to possess it.
As an action, you can possess a tiny object. You control this object for 1 minute or until you attack with it. The attack uses your spell attack to hit and deals 1d10 bludgeoning damage. The size of the object you can possess (and the damage you can deal) increases to Small (2d10) at 5th level, Medium (3d10) at 11th level, and Large (4d10) at 17th level.
Spatial Interchange
Starting at 6th level, you can use your spirit projection to transport objects into and out of the Ethereal Plane.
As an action, you can swap the location of any two objects that you can see within 60 feet of you. These objects can only be as large as the objects you can possess with your Ethereal Projection feature. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses after a long rest.
Warp Assassin
Also at 6th level, you have bolstered your connection to the Border Ethereal, granting you improved control over the timing of your teleportation abilities.
When you use your action to cast a spell that teleports you within 10 feet of an enemy, or teleports an enemy within 10 feet of you, you can use your bonus action to make a melee weapon attack against that creature. If you are teleported by other means (not on your turn) to within 10 feet of a creature, you can use your reaction to make a melee weapon attack on that creature. These attacks are made with advantage.
Greater Projection
Beginning at 10th level, your projection features become potent enough to affect sentient creatures.
Once per long rest, you can use your Spirit Projection ability on a creature. If the creature fails a Wisdom saving throw against your spell save DC, you can control the creature as if it were a possessed object. If you choose to use the attack option, the possessed creature also takes the bludgeoning damage regardless of whether the attack hits or misses.
Also once per long rest, you can use your Spatial Interchange ability on creatures. If the creatures are unwilling to teleport, they must succeed on a Charisma saving throw against your spell save DC.
For both abilities, the size restriction set in the Spirit Projection and Spatial Interchange features still apply.
Phase Out
Starting at 14th level, you can solidify your tether to the ethereal plane for a short amount of time. You can cast the etherealness spell without expending a spell slot. When you cast this spell with this feature, it only lasts for 10 minutes and requires you to maintain concentration. Once you use this trait, you cannot use it again until you complete 1d4 long rests.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
5/20/2022 3:40:37 PM
|
2
|
3
|
--
|
Coming Soon
|
Comments