Warlock
Base Class: Warlock

Warlocks who make pacts with the Other Side tap into a shadowy network of spirits, ghosts, and otherworldly beings that reside in the liminal space between the living world and the afterlife. These warlocks, often seen as cunning and deceptive, draw power from their connections to these entities, who are always eager to make deals and bargains. These warlocks excel in manipulation, curses, and calling upon their unseen allies for aid.

Expanded Spell List

The Other Side 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.

Spell Level Spells
1st Charm Person, Disguise Self
2nd Mirror Image, Suggestion
3rd Bestow Curse, Summon Lesser Demons
4th Divination, Phantasmal Killer
5th Dominate Person, Mislead

Derogate and Deride

At 1st level, you learn the Vicious Mockery or Minor Illusion cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.

Friends on the Other Side

Starting at 1st level, you can call upon your otherworldly patrons for aid. As a bonus action, you can ask your "friends" for assistance, gaining a d6 which you can roll and add to one ability check, attack roll, or saving throw you make. You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Deceptive Bargain

At 6th level, your connection to the other side allows you to manipulate the truth and make deals with ease. You gain proficiency in the Deception skill if you don’t already have it. Additionally, when you make a Charisma (Deception) check, you can treat a roll of 9 or lower on the d20 as an 10.

Voodoo Curse

Starting at 10th level, you can place a voodoo curse on a creature. As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw against your warlock spell save DC or be cursed for 1 minute. While cursed, the target takes an extra 2d8 necrotic damage whenever it is hit by an weapon attack. Additionally, when you move, or the cursed target moves. You may move the target, or move yourself in the same direction. The curse ends early if the target dies, you die, or you are incapacitated.

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

Unseen Allies

At 14th level, you can summon spirits from the other side to assist you in battle. As an action, you can summon a invisible spirit that appear within 30 feet of you. The spirit has the statistics of an Invisible Stalker. The spirits are friendly to you and your companions. Roll initiative for the spirits, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures but otherwise take no actions.

The spirit remains for 1 hour, until you lose concentration (as if concentrating on a spell), or until they drop to 0 hit points. Once you use this feature, you can’t use it again until you finish a long rest.

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