Warlock
Base Class: Warlock

You have been posessed. Your patron is a specter who was extremeley powerful in life but barely remebers their history. Perhaps they were a powerful wizard, an evil king, or a master theif. In return for power and gifts from your patron, you've agreed to allow them to share your body and live vicariously through you, perhaps with the goal of finding a new body or taking over your indefinetly.

Warlock with a specter patron have intimate relationships wiht their patrons. Specters are able to intrude into the warlock's every though and vice versa. Unlike other pacts, there is no room for dishonesty between a warlock and her specter pattron and every moment is a struggle for control. When creating a warlock with a specter patron, work with your DM to come up with a history for your patron.

 

Expanded Spell List

The Specter 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.

Specter Expanded Spells
Spell Level Spells

1st

faerie fire, inflict wounds

2nd

enhance ability, warding wind

3rd

blink, spirit guardians

4th

death ward, phantasmal killer

5th

animate objects, hallow

Paranormal Heirloom

At first level, your patron has given you a personal heirloom. Using the item, you can channel The Specter's power and peek into their previous life. This item can be anything, but some examples include a tattered cowl, a broken mirror, or a tarnished locket.

Choose two skills. As long as you are in possession of the heirloom, you are considered proficient in the chosen skills. Additionally, you can cast Speak with Dead as a ritual. When you cast Speak with Dead in this way, you gain proficiency in one skill or tool the target was proficent in while they were alive until you complete a long rest. When you gain a new proficency by speaking with the dead, lose any proficiencies previously gained in this way.

Specter's Curse

At first level, your patron gifts you with it's aid, granting you knowledge of the resistance and guidance cantrips, which you may learn instead of cantrips you may already know and the ability to learn one language that is accurate to your patron's past or history. However, an enigmatic cruse takes over your body, along with the spirit of your patron. Allowing you to aid your companions with mystic energy, or weaken foes with debilitating hexes.

In order to utilize this curse, you must trace the sigil of the corresponding hex you wish to cast, (which costs a bonus action, unless specified otherwise.) Which may be pre-drawn on parchement, trinket, or your body with spectral ink (after a long rest, your patron grants you one vial of spectral ink, which is enough for two hexes). At 9th level you no longer have to formulate your hexes, but instead have to have them carved into your skin permanently. The 9th level class feature goes into more detail.

Strength and Hope. Mystical energy from your patron's past surges around the hex's sigil and absorbs into your being, allowing you to embody your patron's will to acheive their everlasting goal, whatever it may be. As a bonus action, you may grant 1d8 temporary hit points to another allied creature within a 30ft. range (temp hit points do not stack, if used again on the same creature). These hitpoints last for 10 minutes.

Power and Temptation. Angered and accursed spirits float out of the drawn sigil, and fly towards an allied creature of your choice within a 30ft range. The spirits falsely fill it's targets mind with rage and vengenace, granting them the ability to deal an addtional 1d8 force damage on their next damage roll against a creature. If the attack misses, the target who received this hex will receive disadvantage on their next attack roll, as the spirits were not satisfied.

Discourse and Loss. Painful glimpces of death and the undead flash before your eyes as you carry out this hex. A saddening aura emmanates through you before you desginate the energy to a creature of your choice. After choosing a creature within 60ft of you, your patron shares a portion of your curse with the target. The target must succeed a wisdom saving throw, against your warlock spell save DC. On a failed save, the target takes 1d8 necrotic damage and disadvantage on its next saving throw. On a successful save, the target still take half damage.

Apathy and Hate. Malicious and spiteful spirits flow out of the corresponding sigil, with only hate left in their souls. The seek out whoever they can get thier hands on, which causes you to take 1d8 force damage as your full action. With your next action you may emit a 5ft cylinder of agressive aura from your body, as a last resort defence. Each creature within this aura must succeed a Charisma saving throw against your warlock spell save DC, or become frightened.

At 14th level, all 1d8 dice used for each hex increases to 1d8 + your Charisma modifer. For example, Hex of Strength and Hope will give 1d8 + # [Charisma modifier] temporary hit points, instead of 1d8 alone. And your Hex of Apathy and Hate will now deal 1d8 + # [Charisma modifier] force damage to yourself.

Terrorize

At 6th level, your patron can phase out of your body to frighten those around you. As long as a creature is within 5 feet of you, you can use your reaction to cause each creature of your choice within 5 feet of you to make a Wisdom saving throw against your warlock spell save DC. A creature that fails the saving throw immedeatly uses it's reaction if available, to move as far as its speed allows away from you. The creature doesn't move obviously into dangerous ground, such as a fire or a pit. Once you use this feature, you must finish a short or long rest before you can use it again.

Incorporeal Form

At 10th level, you can use a bonus action to become incorporeal for 1 minute. While incorporeal you have resistance to non-magic damage and can move through objects and creatures as though they were difficult terrain. If you occupy the same spot as a solid object or creature at the end of your turn, you are immdeatly shunted to the neartest unoccupied space and take 1d10 force damage. Once you use this feature, you must finish a short or long rest before. you can use it again.

Unwilling Host

At 14th level, as an action, you may send your patron to possess target creature within 60ft. of you. The target must make a charisma saving thow (instead of wisdom) against your warlock spell save DC. On a failed save, the target becomes incapacitated and loses control of its body. The target is not denied awareness. While you are in control of a target, you lose the Terrorize ability, and the target gains the Terrorize ability. Addtionally, you cannot regain hit points in any manner (whether that be from potions or spells such as cure wounds) and while this spell is active as your protection is greatly lessened without your patron.

(Futher deatails in the spell page of "Geas") You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom [Charisma, when cast in this way] saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by the spell.

You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.

You can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it.

At Higher Levels. When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above.

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