Base Class: Warlock
You have bound a powerful ghost or spirit to yourself in exchange for power. This form of possession is unique, in that your very soul is intertwined with this spirit, acting almost like insurance for your loyalty. While you maintain relative autonomy, the spirit weighs heavily on your decisions, and for the weak willed, even more so. Usually, this spirit has unfinished business, and you are it’s gateway to fulfilling this task. The problems that the spirit had in life have now fallen to you, and it is your duty to see it until the end. Most spirits who would make these pacts are powerful beings whose power in life allowed them to linger, due to either the might of their will, or their grudge.
Expanded Spell List
The Phantom 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.
Phantom Expanded 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 |
Phantasmal Nature
As an action, you can become incorporeal until the end of your turn. You can move through other objects and creatures as though they were difficult terrain. If you end your turn inside of another creature or object, you take force damage equal to twice your level, and are shunted to the nearest unoccupied space, and are stunned for 1 round.
Spectral Symbiosis
Your tie to your ghostly patron has been strengthened, bolstering both your mind and body’s resilience.
You gain resistance to cold and necrotic damage, and you cannot be charmed or possessed.
Ethereal Travel
As an action, you can transport your self to the border ethereal for a number of hours equal to your warlock level. In order to remain there you must maintain concentration as if you were concentrating on a spell. At the end of the duration, or if it ends early you are sent back to the material plane, appearing at the spot where you were on the border ethereal. If this would place you inside of another creature or object, you are shunted to the nearest unoccupied space and you take force damage equal to three times your level, and are stunned for 5 minutes.
You cannot use this ability again until you finish a short or long rest.
Possession
As an action, you can touch a creature and attempt to possess therm. The targeted creature must succeed a Charisma saving throw against your warlock spell save DC or become possessed by you. On a success or when the possession ends, the creature is immune to your possession for 24 hours. On a failure, you successfully possess the target. If the possession ends, or the creature makes the save, you suffer 1 level of exhaustion. Refer to the Ghost statblock for the mechanical information on possessing a creature.
Once you use this ability, you cannot use it again until you finish a long rest.
Previous Versions
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9/27/2020 2:25:00 AM
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9/27/2020 4:14:59 PM
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