Warlock
Base Class: Warlock

Your patron is a spectral machine. Fueled by an infernal engine of souls, this incorporeal machine chugs along the cosmos, a thousand cars long. No one quite knows who designed this curious machine, nor to what end it runs along its tracks, yet such a contraption requires ample fuel. To this end, the Ghost Train occasionally crosses the barrier of worlds, dragging unsuspecting victims and feeding them into the furnace, as their haunting screams congregate into an echoing train whistle.

Some scholars hypothesize that the Ghost Train is a fearsome demon of the Abyss, while others posit that it's an ancient gith relic, lost to the spacefaring race during the civil war. Whatever its origins, through your pact with the Ghost Train, you may warp the fabric of space, much like the endlessly chugging machine, yet what it gets out of the deal remains uncertain...

Expanded Spell List

The Ghost Train 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 Train Expanded Spells

Spell Level

Spells

1st

Longstrider, Magnify Gravity

2nd

Blur, Kinetic Jaunt

3rd

Ashardalon’s Stride, Blink

4th

Freedom of Movement, Gravity Sinkhole

5th

Passwall, Temporal Shunt

 

Ticket To Ride

Starting at 1st level, you can hitch a ride with the Ghost Train for short distances. As a reaction when taking damage, you dive into the ethereal plane, disappearing until the start of your next turn. At the start of your next turn, you reappear in a point of your choice within 30 feet. You can use ticket to ride twice, regaining all spent uses on a short rest. You gain one additional use of this feature when you reach 6th, 10th, and 14th level in this class.

Running On Rails

Additionally at 1st level, while moving at least 15ft. in a straight line, attacks of opportunity against you are made with disadvantage, and your next weapon or spell attack before the end of your turn deals an additional 1d8 force damage to one target.

On A Schedule

When you reach 6th level, you operate with a remarkable punctuality, arriving at your destination precisely on time. You can use the Dash or Disengage action as a bonus action, but you can only move in a straight line until the end of your turn.

Additionally, you always know the time to sundown.

No Brakes On This Train

At 10th level, nothing can shake you off your rails. Your movement can't be reduced by any means. Additionally, the first time each turn that you leave the reach of a hostile creature, they take force damage equal to your proficiency modifier.

Bullet Train

At 14th level, you may beckon the Ghost Train from the cosmos, if only for a brief moment. Using your action to beckon forth the Train, your movement is doubled and you can move through solid objects until the end of your turn. If you end your turn inside an object, you are shunted to the nearest free space.

At the start of your next turn, the Ghost Train appears from the cosmos, running along the path you moved last turn. Friendly creatures standing in the path can, as a free action, choose to ride with the train, teleporting to your current location. Hostile creatures standing in the path must succeed a dexterity saving throw against your Spell DC, taking 8d6 force damage and being knocked prone on a failed save. On a successful save, they take half damage and aren't knocked prone.

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

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