Base Class: Warlock
Your patron is a spirit, ghost, or other denizen of the Ethereal Plane, a mysterious place that is a "Transitive Place" between the Material Plane and other parts of the Multiverse. Your Patron's motivations may be in search of arcane power and knowledge found across the Material Plane, or revenge against a centuries old grievance that caused the spirit's demise. Beings native to the Ethereal Plane include, powerful enough to create a pact include the: Nilshai, Keening Spirits, Ethereal Dragons, Ancient Wizards who dwell upon Demiplanes constructed within the realm, as well as various ghosts, banshees, and wandering spirits.
In the Convergent Horizons, Ethereal patrons may include Ilmavia; the Ethereal Lady, the Elf-lich Ilvaine, V'radorath the Uldorethi Lord of Avadurn, and V’saroth the Cosmic Architect.
Expanded Spell List
The Ethereal 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.
Ethereal Expanded Spells
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Incorporeal Movement
Starting at 1st level, your patron has instructed you how to phase in and out of the Ethereal Plane. As a bonus action or a reaction when you take damage, you travel to the Ethereal Plane, during which you appear incorporeal except to creatures who can see into the Ethereal Plane. While incorporeal, you can move through people or objects as if they were difficult terrain and gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. You remain incorporeal until the start of your next turn or until you attack or cast a spell. If you end your turn while inside an object you take 1d10 force damage.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Bond of Souls
At 1st level, the influence of your patron allows you to control the spirits of the Ethereal with greater efficiency. You can summon a shadow as an action once per long rest. The summoned creature shares your initiative and gains temporary hit points equal to your spell save DC when initially summoned. You can dismiss the shadow as a bonus action or until it reaches 0 hit points. As an action, you can command the shadow to take the Attack action.
Augury of Spirits
Starting at level 6, When you use your Bond of Souls feature, you can now optionally summon a phase spider instead of a shadow, once per long rest. In addition, if you later choose the Pact of the Chain feature, you can summon a will-o’-wisp as your familiar instead of another form.
Finally, whenever you make a Charisma check when interacting with creatures from the Ethereal Plane, your proficiency bonus is doubled if it applies to the check.
Horrifying Visage
Starting at level 10, your time exposed to the forces of the Ethereal Plane has allowed you to channel its power to frighten enemies. Once per long rest as an action, choose a number of creatures you can see within 30 feet of you. Each creature must succeed on Wisdom saving throw or be frightened of you for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success.
Additionally, you are resistant to cold damage and have advantage on saving throws against being frightened
Phantom Aura
Starting at level 14, you no longer require air, food, drink, or sleep and magic cannot put you to sleep. In order to gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as having your spirit wander the Ethereal Plane. Additionally, you are immune to necrotic damage.
Finally, with your Bond of Souls feature you can summon a banshee, ghost, or sword wraith warrior.
Previous Versions
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12/27/2020 3:05:45 AM
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