Fighter
Base Class: Fighter

Magic of a Haunted comes from a regretful act of evil they have committed in their past. Haunted by the spirit of their victim or an ancestor of their victim, they harness the power of this spirit by demonstrating their regret. The Haunted path however is a double edge sword. The Haunted specialization trades pain for magical power, by consenting to be partially possessed while enduring the painful consequences of it. Haunted force their enemies to suffer the pain of regret as they do, they unleash the vengeful spirit to use its hatred to fuel their attacks, and they allow the spirit to consume the life force of their enemies to restore their own vitality.

SPIRIT PACT MAGIC

When you reach 3rd level, your arcane research and the magic you harness from the spirit you harness have given you facility with spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the warlock spell list.

Cantrips. You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 10th level.

Spell Slots. The Haunted table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 7th level, you have two 2nd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 2nd-level spell.

Spells Known of 1st-Level and Higher. At 1st level, you know two 1st-level spells of your choice from the warlock spell list.

The Spells Known column of the Haunted table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 13th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability. Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier

                                 HAUNTED SPELLCASTING

CURSE OF REGRET

At 3rd level, you learn the 1st-level warlock spell Hex, and it doesn't count towards your number of spells known. You may cast the Hex spell at its lowest level without expending a spell slot, but as you do you suffer necrotic damage equal to 2 + half your level (rounded down).

CONSENTING POSSESSION

Beginning at 7th level, you can entice the the haunting spirit to partially possess you harnessing even greater power for 1 minute as a bonus action, at which point the spirit unleashes its power on you causing you to suffer necrotic damage equal to half your level, rounded down. While in this state you cannot gain hitpoints from any source but your Consume Spirit feature, and your melee weapon attacks deal an additional force damage equal to your proficiency bonus. Also while in this state, you cannot be affected by frightened and charmed conditions.

You can end this effect prematurely as a bonus action. Once you use this feature, you can’t use it again until you finish a short or a long rest.

CONSUME SPIRIT

At 10th level, you can temporarily satiate the haunting spirit allowing it to consume the spirit of another creature as it nears its demise, this enables you to tap into the haunting spirit's power allowing you to extract vitality and magical power from it. When a creature within 30 feet of you is reduced to 0 hit points, you regain hit points equal to half your fighter level rounded down (minimum of 1 hit point). Also once per day , by performing a 1 minute ritual on the body of a creature that has been dead for no more than 1 minute, you can recover one spirit pact magic spell slot.

ELDRITCH FERVOR

At 15th level, when you cast a spell of 1st level or higher, you are protected by an eldritch energy granting you advantage on the next saving throw you make until the start of your next turn. At the start of your next turn, if not used to make a saving throw with advantage, you can consume this eldritch energy dealing 2d6 force damage on your next successful melee attack on that turn.

LUCID POSSESSION

Starting at 18th level, you have greater control while you are possessed by the haunting spirit. Friendly creatures that are within 30 feet of you are also immune to frightened and charmed conditions while Consenting Possession is active. Also while in possessed state the range of your Consume Spirit feature doubles and you can receive half the amount of hitpoint gain from the sources other than your Consume Spirit feature.

 

 

 

 

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