Base Class: Warlock
When choosing this sub-class, you lose availability towards the warlock spell list, and spell slots, and pacts with your patron, but instead gain the option to go into this form during combat.
Wraith Form
1st-level Wraith feature
Dark magic envelopes your body with darkness as you sprout out black tendrils. These tendrils are magic and can be controlled at will, they sprout out of your body and can stretch up to twice the height of the creature within the form. The sometimes appear to have a mind of their own acting and reacting without command. While in this form you will have certain advantages and disadvantages.
A few notes about the form
- The form can be treated as a concentrated spell, so if they go unconscious they immediately leave the form.
- If no damage is done within 2 turns of the creature, the creature will phase out of the form. (similar to how rage works with barbarians)
- After entering the form they can choose to use an Action to leave the form, however in doing so they will need to rest a turn before moving into battle again
While in the form you will gain the following resistances:
- Force
- Necrotic
- Radiant
Ancient Mage Armor
While in this form, your AC will be set to 13 + your Charisma Modifier, but will decrease by 1 every turn after the initial activation of entering the form.
Tendril Whip
For an action, you may control one of your tendrils to attack a creature nearby. The range of it is equal to half your walk speed rounded down. Add your spell modifier to hit. On hit, the target takes 1d12 Force damage. At higher levels you can attack with more tendrils at once. Two tendrils at level 5, three at level 11, and four at level 17.
Uncontrolled Lash
For a reaction, if a creature is within 5 feet of you, the tendrils will lash out towards it. If you do not wish to harm the creature, you must make an INT saving throw against your spell DC, as well as the creature can choose to make a DEX saving throw if the INT saving throw fails. The saving throw is considered magic.
On a failed saving throw the Creature takes 1d8 Force damage. This damage increases by 1d8 every 2nd level.
At higher levels the saving throw DC will decrease as your mastery over the chaos will grow. Decreasing every level by half your proficiency bonus rounded down, except for the first level.
Pact of Wrath
3rd-level Wraith Feature
Your experience within the darkness has grown, granting you further abilities within the form.
Pop and Pull
As a bonus action, you can use your tendrils to move an object that weighs up to twice your weight, or hold a heavier object for a short time. You can move the targeted creature up to 10 feet. You cannot use this ability 2 times in a row.
Tendril Aggression
When using Tendril Whip as an action you can now add your spell casting ability modifier to damage rolls.
Wraith's Misty Step
For the use of a bonus action, while within Wraith form, you can use the Spell Misty Step, without expending a spell slot for a cost of 1 AC. You can only use this effect once per short rest.
Expertise Over Dread
6th-Level Wraith Feature
Your further growth within the form has unlocked an ancient rage hidden deep within you.
Carving Wrath
You allow the magic of the tendrils to go wild all around you. Allowing their destruction to be seen in pure form.
For an Action, at the cost of 2 AC, you can unleash an attack surrounding you. Any creature within a 10 foot radius must make a DEX saving throw where the DC is equal to your AC before cost, on a failed saving throw they must take 6d8 force damage.
Self-Destructive Purge
6th-Level Wraith Feature
You lose yourself within the power that the form gives you, opening your mind to a forbidden ancient power.
Once per Long rest. After making a damage or healing roll, you can choose to re-roll the damage roll using a different die except for d100 or d20. After making the damage roll, you can no longer use that dice again until the next long rest. Any dice that would initially use the chosen die would instead use a d4, even if a d4 was chosen.
Unending Growth
10-th level Wraith Feature
Weakening Regrowth
For a bonus action, you can regain 1d8 + your spellcasting ability modifier at the cost of 1 AC while within Wraith form.
Growing Ancient Mage Armor
While within Wraith form you now have AC set to 13 + Char modifier + Proficiency Modifier
Wraith Awakening
14th-level Wraith Feature
Your proficiency within the form has grown beyond understandable.
When you enter Wraith form you gain 1d10 + warlock level temporary hit points. These points go away once you leave wraith form.
You also no longer keep penalties when leaving the form, and can use a bonus action instead to leave the form.
One Last Beating
The first time you fall in combat per Long Rest, or become incapacitated, you use Carving Wrath once, before you go down.
Wraith Form
1st-level Wraith feature
Dark magic envelopes your body with darkness as you sprout out black tendrils. These tendrils are magic and can be controlled at will, they sprout out of your body and can stretch up to twice the height of the creature within the form. The sometimes appear to have a mind of their own acting and reacting without command. While in this form you will have certain advantages and disadvantages.
A few notes about the form
- The form can be treated as a concentrated spell, so if they go unconscious they immediately leave the form.
- If no damage is done within 2 turns of the creature, the creature will phase out of the form. (similar to how rage works with barbarians)
- After entering the form they can choose to use an Action to leave the form, however in doing so they will need to rest a turn before moving into battle again
While in the form you will gain the following resistances:
- Force
- Necrotic
- Radiant
Tendril Whip
For an action, you may control one of your tendrils to attack a creature nearby. The range of it is equal to half your walk speed rounded down. Add your spell modifier to hit. On hit, the target takes 1d12 Force damage. At higher levels you can attack with more tendrils at once. Two tendrils at level 5, three at level 11, and four at level 17.
Uncontrolled Lash
For a reaction, if a creature is within 5 feet of you, the tendrils will lash out towards it. If you do not wish to harm the creature, you must make an INT saving throw against your spell DC, as well as the creature can choose to make a DEX saving throw if the INT saving throw fails. The saving throw is considered magic.
On a failed saving throw the Creature takes 1d8 Force damage. This damage increases by 1d8 every 2nd level.
At higher levels the saving throw DC will decrease as your mastery over the chaos will grow. Decreasing every level by half your proficiency bonus rounded down, except for the first level.
Ancient Mage Armor
1st-level Feature
While in wraith form, your AC will be set to 13 + your Charisma Modifier, but will decrease by 1 every turn after the initial activation of entering the form.
Later, at level 10, while within Wraith form you now have AC set to 13 + Char modifier + Proficiency Modifier
Pact of Wrath
3rd-level or 1st-Level Wraith Feature
Your experience within the darkness has grown, granting you further abilities within the form.
Pop and Pull
As a bonus action, you can use your tendrils to move an object that weighs up to twice your weight, or hold a heavier object for a short time. You can move the targeted creature up to 10 feet. You cannot use this ability 2 times in a row.
Tendril Aggression
When using Tendril Whip as an action you can now add your spell casting ability modifier to damage rolls.
Wraith's Misty Step
For the use of a bonus action, while within Wraith form, you can use the Spell Misty Step, without expending a spell slot for a cost of 1 AC. You can only use this effect once per short rest.
Expertise Over Dread
6th-Level Wraith Feature
Your further growth within the form has unlocked an ancient rage hidden deep within you.
Carving Wrath
You allow the magic of the tendrils to go wild all around you. Allowing their destruction to be seen in pure form.
For an Action, at the cost of 2 AC, you can unleash an attack surrounding you. Any creature within a 10 foot radius must make a DEX saving throw where the DC is equal to your AC before cost, on a failed saving throw they must take 6d8 force damage.
Self-Destructive Purge
6th-Level Feature
You lose yourself within the power that the form gives you, opening your mind to a forbidden ancient power.
Once per Long rest. After making a damage or healing roll, you can choose to re-roll the damage roll using a different die except for d100 or d20. After making the damage roll, you can no longer use that dice again until the next long rest. Any dice that would initially use the chosen die would instead use a d4, even if a d4 was chosen.
Unending Growth
10-th level Wraith Feature
Weakening Regrowth
For a bonus action, you can regain 1d8 + your spellcasting ability modifier at the cost of 1 AC while within Wraith form.
Growing Ancient Mage Armor
While within Wraith form you now have AC set to 13 + Char modifier + Proficiency Modifier
.
Wraith Awakening
14th-Level Feature
Your proficiency within the form has grown beyond understandable. The line between you and the curse is almost a blur now.
When you enter Wraith form you gain 1d10 + warlock level temporary hit points. These points go away once you leave wraith form. You also no longer keep penalties when leaving the form, and can use a bonus action instead to leave the form.
One Last Beating
The first time you fall in combat per Long Rest, or become incapacitated, you use Carving Wrath once, before you go down.