Base Class: Warlock
You have entered the pact with a powerful spirit or a group of restless souls. Previously mortal beings, now stuck in the realm of Material and Ethereal Planes, the spirits long to fulfill their destinies and be free at last. Now, they lend their power to anyone who is willing to release them from their bonds and lead to eternal peace.
Most often the restless soul is a formerly resentful ancestor, heartbroken lovers or betrayed friends. Sometimes it might be a crowd of abandoned children or banished soldiers.
Expanded Spell List
The Restless Souls let 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
Archfey Expanded Spells
| SPELL LEVEL | SPELLS |
|---|---|
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1st |
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2nd |
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3rd |
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4th |
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5th |
Grasp of Death
Starting at first level, when you are reduced to 0 hit points but not killed outright, you can use your reaction to drop to 1 hit point instead and travel to the Ethereal Plane.
You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration of rounds equal to your Cha modifier or until you use your action to force your return. During this time, you can move in any direction.
If you move up or down and every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can't see anything more than 60 feet away. While there you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you, unless a special ability or magic has given them the ability to do so.
You ignore all objects and effects that aren't going on the Ethereal Plane, allowing you to move through objects you percieve on the plane you originated from. When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy.
If you occupy the same spot as a solid object r creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved. This feature has no effect if you use it while you are on the Ethereal Plane or a plane that doesn't border it, such as one of the Outer Planes.
You can't use this feature again until you finish a long rest.
Mortal Dread
Starting at 6th level you can focus a sheer terror of death and bestow it upon a creature or an object. As an action you pick an object or a creature you can see within 60 feet and it becomes the source of Mortal Dread. Each creature in a 10-foot cube originated from the source make a Wis saving throw against your Warlock spell save DC. The creatures that fail their saving throws are all frightened for 1 minute. They can make the saving throw again at the end of their turn.
If the frightened creature is dealt damage by the source of Mortal Dread, they take an additional 1d6 of psychic damage.
You can't use this feature again until you finish a short or long rest.
Spiritual Hijack
After reaching 10th level, you become very familiar with Material and Ethereal Plane. You are capable of pushing yourself to the edge of both for a split second, turning into a spectral entity, able to enter and take over someones body.
You can touch one humanoid you can see within 5 feet from you. It must succeed on a Charisma saving throw against your Warlock spell save DC or be possessed by you. In consequence, you disappear, the target is incapacitated and loses control of its body.
You control the body but don't deprive the target of awareness. You can't be targeted by any attack, spell, or other effects, except ones that turn undead. You retain your alignment, Int, Wis, Cha, and immunity to being charmed and frightened. You otherwise use the possessed target's statistics, but don't gain access to the target's knowledge, class features, or proficiencies.
The possession lasts until the body drops to 0 hit points, you end it as a bonus action, or after a number of minutes equal to your Cha modifier. A possessed creature can make a saving throw at the end of its turn to break free. When the possession ends, you reappear in an unoccupied space within 5 feet of the body. The target is immune to this feature for 24 hours after succeeding on the saving throw or after the possession ends.
You can't use this feature again until you finish a long rest.
Army of Spirits
Starting at 14th level, you can use your reaction to summon an Army of Spirits. Ten ethereal entities appear around you willing to attack your enemies or protect you from any harm. If you choose to attack, the army of spirits deals 10d8 of necrotic damage to the target or if you command them to protect you, you gain full cover till the beginning of your next turn.
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