Base Class: Warlock
You have made a pact with a kami, otherwise known as a mushi from the spiritual realm. Manifestations of the governing aspects of sentient races, or echos of the deceased in the void of collective consciousness; Such beings are quite neutral, their purpose and goals aligned to the grand flow of the cosmos. There are some who are more benevolent or chaotic and wish to aid you in navigating the path you have chosen. Others simply desire to experience once again the physical realms and you are the conduit through which they can do so. Unlike most Patrons, to make a pact with the kami is to become a vessel and a dwelling place. You do not simply borrow power, instead it inhabits you. Notable kami include lesser beings such as kodama, or shikigami and greater spirits like shinigami, Kurama the nine tailed fox, Susanoo the water dragon or the goddess Amaterasu.
Expanded Spell List
The kami 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.
Kami Expanded Spells
|
Spell Level |
Spells |
|---|---|
|
1st |
|
|
2nd |
|
|
3rd |
|
|
4th |
|
|
5th |
Spiritual Pressure
Starting at 1st level, you can extend your powerful spiritual aura in a field beyond your body, you can choose to impose your will upon all in your field's area of effect. Target enemies within a 10 ft radius must make a wisdom save against your spell DC + your Warlock level. On a failed save they are charmed or frightened and their speed becomes 0. On a success their speed is instead halved. If a creature is immune to mental effects they are still affected by the slowing effect. Each turn the affected creatures can attempt another wisdom save in order to end the effects.
At 6th level Creatures who's speeds have become 0 due to the effect of your field have their wits muddled. If they are immune to the effects of being charmed they are now resistant. If they are resistant to the effects of being charmed they lose their resistance.
You can't use this feature again until you finish a short or long rest.
Reality Sheild
The radius of your aura extends temporarily to 40ft. You can choose to switch the locations of two objects or creatures within its area. The objects/creatures must fit within a 10ft cube. You may use this feature once as a reaction and once as a bonus action.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Divine Apparition
Starting at 10th level, you gain advantage on wisdom and intelligence saves involving mental effects. Once per long or short rest, as an action, you can choose to become incorporeal for up to 1 minute.
Spiritual Affinity
Starting at 14th level, you can use telekinesis at will without expending a spell slot and and without any need for components.
Perceptual Duality
Starting at 14th level, through your connection to the spirit realm you have gained nearly god like senses and awareness. After each short or long rest you may spend some time meditating. You can increase your AC by 1d10 + your charisma modifier. Stealth attacks have disadvantage against you. Whenever a melee attack roll is made against you, if it misses due to your AC, the attacker takes 1d6 of psychic damage.
Comments