Warlock
Base Class: Warlock

The Misty House is a patron who allows a Warlock to use its Doors, Hallways,spooky Rooms and ruined walls.Like a domain just made for his needs, it will acommodate everything in its power to satisfy you. And aslong as you live and uphold your bargain. The spiritual house will hold its part up of the bargain. Giving you your own place to rule . No matter if its an old rundown hotel, a old majestic palace or a temple of a forgotten god. It is yours now, a part of you as you are now a part of the mansion.

You can conjure its furniture and even parts of the house when you need them . It maybe sometimes a little bit mystical or illusional. But you have struck a pact with a malevolent misty mansion. Gaining eerie, supernatural powers tied to the cursed residence. Their presence is always accompanied by a sense of foreboding ,folowed by an eerie chill.

 

Ghostly Aide

You always have the Unseen Servant Spell prepared.
You can cast it without using a Spell Slot once per Long Rest.
When you cast the Spell this way, the Unseen Servant is Called an Ghostly Aide.
When the Ghostly Aide is created, you can also decide that it is visible, representing a staff member of your Misty House .

The Ghostly Aide has the following benefits, besides the normal benefits an Unseen Servant has:

The Carrying Capacity of the Ghostly Aide is doubled.
The Ghostly Aides duration is until your next long rest.
The HP of a Ghostly Aide equals twice your Warlock Level.
The Ghostly Aide uses your AC and Save Values. If the Ghostly Aide needs to make an Ability Check thats isnt mentally, use your Spellcasting Ability Modifier + your proficiency Bonus.

When You use a Bonus Action to Command the Ghostly Aide, you can move the Ghostly Aide up to 30 feet instead of 15 feet. And let it make an one of the following actions instead of its normal options:
-make an Grapple attempt,
-let it throw something up to 20 feet it can carry.
-make a ghostly weapon attack , dealing your Charisma-Modifier as Bludgeoning,Piercing or Slashing damage of your choice to one target in Touch-range of the Aide.

Haunting Spells

The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Haunting Spells table, you thereafter always have the listed spells prepared.

Haunting Spells
Warlock Level Spells
3 Sanctuary, Dissonant Whispers, Rope Trick, Fog Cloud
5 Blink, Spirit Guardians
7 Mordenkainen's Private Sanctum, Phantasmal Killer
9 Wall of Stone, Animate Objects

Misty Mansion and Passways

You can conjure a part of the Misty Mansion as an action,represented by a wooden Construct. In a 10 ft emanation around you, your Misty Mansion appears for 8 hours , once per Long rest or by using a Warlock Spellslot of your Pact Magic Feature. Every hostile Creature is shoved aside to the next unoccupied space, outside the Emanation when you create it.
The emanation is surrounded by normal wooden walls, blocking normal sight. They are composed of 5-foot-by-5-foot panels, which has AC 15 and 15 hit points per panel. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM's discretion.
There's a door in your line of sight,when the Mansion is created, that can be walked through without a key (5 ft extra movement). Your Misty Mansion can occupy only one square outside if you want instead of a 10ft emanatipon. and magically creates new space inside, that correspond in size with the emanation. This means you can even summon your Misty Mansion in a broom closet. Creatures that don't fit inside when summoned are pushed out. Within your Misty House, you and up to 5 allies can move freely, breathe, and the light can be either bright or dim as you choose. The atmosphere is warm, cozy, dry and comforting. For all hostile creatures, the area is difficult terrain and dim light.
When you reach tenth level in the Warlock Class, Conjuring the Mansion becomes an Bonus Action.

In addition, you can use an action to create a hidden passway through your house. You designate two spots you can see within 60 feet of one another. Creatures you designate can teleport between those two places until your next turn, by using 5ft extra movement when entering the designated squares.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), but you cant create more then one hidden passway at the same time. You regain all expended uses when you finish a Long Rest.

Semblance Rooms

The Walls of your Conjured Misty Mansion are now made of stone. Havin 30 hit points per Pallet.

You can expand the Emanation of your Conjure Misty Mansion Feature now up to 30ft when you create it.

The Dim light inside the Mansion now is magical darkness of half your Warlock level rounded down for hostile Creatures.

You can now leave an invisible, magical Misty Mark on rooms as an Action in other buildings. if you do so, write the room and its use down Somewhere.
When you Conjure your Misty Mansion, it can be a illusory Semblance of one room, where you left a Misty Mark. Aslong as the Mark is still existing..
You can use non magical Assets,Furniture and Features of the Semblance Room. If the Room now contains something that can aid you at an Skill Check,Ability Check or Saving Throw at the discretion of your DM; you gain Advantage at the Roll.
The Semblance does give you now the Objects necessary for the Spell Animate Object, but besides that or the listed features, it doesnt have any other efffects in combat.

Your Domain

Creatures inside your Conjured Misty Mansion have disadvantage on saving throws, caused by your spells or your Patrons abilities, as also the abilities gained by this Subclass.

You can cast the Animate Objects without expending a spell slot inside your Conjured Mansion. Requiring no Concentration. The spell cannot be active more than once at the same time in this way. When the Animated Objects leave the Mansion, they disapear.

Previous Versions

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10/12/2024 9:46:57 PM
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