Base Class: Warlock
Gui, Dokkaebi, Yokai, Ma Quy, etc. All different concepts of one thing from these array of cultures: demons. Often known to be scourges upon the innocent, these demons are known to be dangerous and not to be trifled with. However, it is not unheard of that these demons can be brought down and killed. So what can a demon do when in near death and their temptation to live their lives as a plague to the world continues?
A warlock pact is often made by people who find beings that are far more powerful than themselves. But in this case, the warlock who deals with these pacts are often the ones who exercise the most control over their patrons. The Manifest is the remnants of demons from the likes of the aforementioned mythos who have now created a symbiotic bond with their warlock. The Manifest is often too weak to be on their own, relying completely on the life of their warlock to sustain itself while the warlock inherits their demonic powers that literally be invoked in physical form. However, warlocks who possess a Manifest would do well to watch their hubris. Afterall, even when bonded with a Manifest who follows your commands on a whim, their demonic origins persist. So never be afraid to ask yourself while dealing with this pact: Who is really in control?
Manifest Spells
3rd-level Manifest Patron feature
The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Manifest Spells table, you thereafter always have the listed spells prepared.
| Warlock Level | Spells |
|---|---|
| 3 | Disguise Self, Silent Image, Blur, Nystul's Magic Aura |
| 5 | Blink, Haste |
| 7 | Arcane Eye, Guardian of Faith |
| 9 | Dominate Person, Geas |
Ghoulish Manifestation
1st-level The Manifest feature
Lurking in you is the manifestation of the remains from what was once a great evil now in your control. As an action, you magically summon a manifest, who you give strength to with your own vitality. It appears in an unoccupied space of your choice within 30 feet of you. You can only ever have one manifest summoned. If the manifest is ever more than 90 feet away from you or you use a bonus action to recall it, it is teleported to an unoccupied spot within 5 feet of yourself. The manifest can occupy the same space as you in which you can also store it inside of you without needing to summon it again (no action).
The manifest is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying The Manifest stat block, which uses your proficiency bonus (PB) in several places and you also determine the kind of demon it is in appearance; your choice has no effect on its game statistics.
In combat, the manifest acts during your turn, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the manifest can take any action of its choice, not just Dodge.
The manifest remains until it is reduced to 0 hit points or until you die. Anything the manifest was wearing or carrying is left behind when the manifest vanishes. Once you summon the manifest, you can’t do so again until you finish a long rest, unless you expend a warlock spell slot to summon it.
THE MANIFEST
Medium Undead Fiend/Demon
Armor Class 15 + PB (natural armor)
Hit Points 10 + five times your warlock level (the manifest has a number of Hit Dice [d10s] equal to your warlock level)
Speed 30 ft., flying 5 ft. (hover)
Senses blindsight 10 ft., darkvision 120 ft., passive Perception 11
Saving Throws Str +4 plus PB, Wis +1 plus PB
Skills Athletics +4 plus PB, History -1 + PB × 2, Survival +1 plus PB
Condition Immunities charmed, frightened, exhaustion, magical sleep, poisoned
Languages understands the languages you speak, telepathy 30 feet.
Challenge — Proficiency Bonus (PB) equals your bonus
Demonic Body. Your Manifest doesn't need to eat, drink, or breathe and is immune to disease.
Actions
Frightening Attack. Melee Weapon Attack: your spell attack modifer to hit, reach 5 ft., one target. Hit: 1d8 + 4 plus PB force damage. This damage can be forgoed to force the target to succeed on a Wisdom saving throw against your spell save DC or become frightened of it until the start of their next turn. On a success, the creature cannot be frightened this way for the next 24 hours.
Reactions
Protect. The Manifest can force an attack targeted at you to hit it instead.
Cloak Wrath
6th-level The Manifest feature
Abilities your manifest previously once had are now beginning to return. Once on each of your turns, you can either turn your manifest invisible or alter its appearance into a medium sized humanoid until the start of your next turn or until it hits with an attack, makes a damage roll, or forces someone to make a saving throw (no action).
Summon Malignance
10th-level The Manifest feature
The manifest has reached a point in which it has reclaimed much of its former self. When you cast a spell, you can have it be cast from the current position of your manifest. Additionally, you can store one warlock spell of 5th or lower in your manifest for 24 hours in which after the duration, the spell is wasted. As an action, you can cast the stored spell from your manifest’s location.
Embody the Fallen
14th-level The Manifest feature
Your manifest has now been restored to a semblance of its full power again, being able to wreak havoc once more now in the form of you. When you command your manifest to take the Attack action, the make can make two attacks. Additionally, when you store you manifest inside of you, you can invoke its wrath to empower as a bonus action gain the following benefits:
- Your spell save DC, spell and weapon attacks bonus, and damage roll bonuses each increase by 1.
- Advantage on Constitution check to maintain your concentration.
- You gain a +3 bonus to your AC.
This benefit lasts for 1 minute and you cannot use this feature again until you finish a long rest.
Previous Versions
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