Base Class: Warlock
This soul, bound to you by your will, feeds you it's restless energy. There are many spirit each with their own ties to this world, each tie defining the form in which they appear within this world. With this power you may stretch your reach across the material plane, to manipulate your surroundings, bolster yourself
Ghostly Spells
The Poltergeist's spells which can be channeled through it, enacting its ghostly will.
Poltergeist Spells
| Spell Level | Spells |
|---|---|
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1st |
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2nd |
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3rd |
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4th |
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5th |
The Binding Will
Starting at 1st level, your poltergeist takes a semi-physical form known as a Phantom. Each Phantom has a unique look based on who or what it was in a past life, but they often share a humanoid appearance. It will act like a familiar in most ways. You are telepathically linked with it, but may also speak directly to it, you're able to see using any senses it has and vice-versa. The Phantom can take shelter inside of you, preventing it from taking damage but preventing you from making use of any Non-passive abilities. If it is killed the Phantom will disappear taking cover inside of you once again. It can only be brought back through a 1 hour long ritual.
Binding
Different poltergeist form through the different events leading up to their death. A rage filled death will call a Phantom of fire, a sorrowful death will call a Phantom of cold, the death of a person full of will calls a Phantom of lightning and thunder, a death full of fear and uncertainty calls a Phantom of poison and acid, the death of those who never cease to help will call a radiant Phantom, and the death of those bent of causing pain, sorrow and death, will call a necrotic Phantom.
Each different type of Phantom will have different actions, passive powers, and unique spells.
TheBound Form
Starting at 1st level your Poltergeist is able to physically manifest to help you fight. It's form can vary greatly, but it will have some sort of effect indicating the damage it is associated with, on top of this the Phantom will always be slightly transparent. The Phantoms will have stats rolled as if a normal player, they will not be affected by the player's own stats changes (bonuses or ability score increases). They take the player's proficiency bonus. Each will come with their own cantrip, unique actions, a melee attack, and a passive effect at 1st 6th and 11th level. The Phantom will have its own HP independent of the player character, and will not spread damage to the player character. The AC varies from Phantom to Phantom. Each Phantom has a different speed and range they can go.
Rage
HitDie:1d10
Stats Improvements: +2 Str, +2 Cons
Skill proficiencies: Intimidation, Athletics
Tool proficiencies: Choose an Artisan Tool, Gaming Set, or Instrument from the Phantom's past
Saving Throws: Strength
Sorrow
HitDie:1d8
Speed/Range: 5ft
Stats Improvements: +2 Dex, +2 Cons
Skill proficiencies: Decpetion, Arcana
Tool proficiencies: Choose an Artisan Tool, Gaming Set, or Instrument from the Phantom's past
Saving Throws: Cons
Resistance: Cold
Sorrow Actions
| Warlock Level | Attacks | Actions | Cantrips Learned | Passives |
|---|---|---|---|---|
|
1st |
Frostbitten Claw: Melee Natural Weapon: +Dex to hit, reach 5ft., 1 target. Hit: 1d6+Dex |
----- | prestidigitation | Exposure: The Phantom and the person their bound to are immune to harsh conditions such as cold or rain. |
|
5th |
Contagious Freezing: Adds an extra 1d6+Cha cold damage to Frostbitten Claw | Freezing Presence: The Phantom can choose to take an action to freeze all water within a 30ft radius of itself. It will stay frozen as long as it is within that radius of the Phantom. Has uses equal to Warlock Level. | ----- | Frozen Solid Skin: The Phantoms skin is frozen to the point that it acts like a tough bark. This layers on top of yours. +2 AC While Not Wearing Armor. |
|
9th |
Warped Reach: Increases Frostbitten Claw's reach by 5ft. | ----- | shape water | Teary Eyes: The Phantom's eyes are frozen over with tears making them accustom to seeing without sight. Gives 30ft blindsight. |
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11th |
Bleeding Regrets: Increases the damage to 2d6+Dex piercing and 2d6+Cha cold. |
Reaching Death: As an action the Phantom may choose to stretch their limbs up to 40ft, their limbs have full function aside from attacking. | ----- |
Sorrow: Any friendly creature below 50% Health gains +2 AC. For each damaged creature within 5ft. Add +2 AC to yourself. |
Faded Spell Slots
Your Phantom can be used to cast spells as long as it does not require a material component and is not a ritual. As well as this, the Phantom has its own set of spell slots that can be used separately from you. These mirror the player's spell slots, but can be traded between the player and Phantom as a Bonus Action. Each Phantom has a unique list of spells to be used, the player may choose which spells can be used after each long rest. The Spells Known, matches the Warlock set of spells known.
Possessive Force
Starting at 6th level, you can choose to bind with your phantom so that it will cover over you. As an action your Phantom fuses with you, no longer acting like an individual, but adding its strength directly to you. You gain a series of buffs relating your phantom. Such effects are listed below.
Rage-
Sorrow-
Will-
Fear-
Benevolence-
Malevolence-
This action prevents the casting of the Phantom's spells or using of the Phantom's Special Actions, Passive Actions are still in effect. The effects of this action last until your Phantom is destroyed, the spell is dismissed or until and short or long rest. The energy drained from dismissing the spell will deal 1d12 of your Phantom's damage type.
This action cannot be used until a short or long rest.
Open The Gates
As an action you can draw a recently deceased soul back from Death. If the death occurred as a result of necrotic damage or magic that leaves the body otherwise intact the soul will return and the creature will be stabilized. If the death resulted of damage to the body, the soul will return as a Ghost using the stats for a Ghost, if the body is repaired enough, the soul can be returned to the body, if the body is beyond repair the Ghost must find a Construct or an available body for use. They will use the physical stats of that construct, but retain memories, and skills from their previous life, they will have innate proficiency with any body parts that are new to them. If no new form is found within 72 hours they must either pass on or fade and lose their identity.
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Posted May 29, 2019Note: This is very much so WIP and I will update it later (especially once I finish it and begin to test it to balance it properly). Right now I'm focusing on the Sorrow path, and fleshing out the base mechanics, I'll build the other paths later on once I have Sorrow entirely playable.