Base Class: Warlock
Wield the phantasmal powers of The Ghost and burn your enemies with ethereal fire.
Your patron is a ghost that has latched itself to your soul. Its reason for choosing you can vary from character to character; it might be a personal connection like being the spirit of your ancestor or it could have simply picked you opportunistically. The Ghost has unfinished business before it can pass on and grants you your warlock abilities in return for you helping it finish its business. If the Ghost has saved you from death and is thus keeping you alive, separating the ghost from your soul will result in you returning to death. The Ghost can choose to leave anytime and you are therefore motivated to carry out its bidding. But if you help it pass on, it lets you keep its powers and (if saved from death) your life
Expanded Spell List
The Ghost 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.
Ghost 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 |
Ethereal Deflection
Your patron projects itself from your body and intervenes with an incoming attack, increasing your armour class by 5 a number of times per day equal to your charisma modifier. If this stops your opponent's attack and they are in melee range, they also take force damage equal to your charisma modifier.
Invisibility
Starting at 6th level, The Ghost can shroud the warlock in aether and hide them from the Material Plane, rendering them invisible for a number of minutes equal to your charisma modifier.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Ghostly Resilience
Starting at 10th level, your attunement to the Ethereal Plane grants you resistance to necrotic damage.
Damage from magical weapons ignores this resistance.
Possession
Starting at 14th level, you can attempt to possess a person/creature by projecting the Ghost into their body. The target must be within spell range and you must know where they are, though you do not need line of sight or line of effect to them. When The Ghost transfers to the new host, your body loses the magical abilities the Ghost grants.
If your target fails the save, you now control them and can command them. The host body retains its Strength, Dexterity, Constitution, HP natural abilities and automatic abilities, but gains your Intelligence, Wisdom, Charisma, level, class, base attack bonus and base save bonuses. A body with extra limbs doesn’t allow you to make more attacks (or more advantageous two-weapon attacks) than normal. You can’t activate the body’s extraordinary or supernatural abilities, nor can you cast any of its spells or spell-like abilities.
As a standard action, you can freely shift your patron back to your own body regardless of range, so long as it remains on the same plane. If the host’s body is killed, The Ghost returns to your own body and the host dies. If the spell expires before the host dies, it is freed and aware of the possession. Your patron returning to your body ends the spell. Possession can be ended by the spell Dispel Good and Evil.
If the target succeeds the save, they are not possessed and are immune to possession for twenty-four hours. Creatures whose souls are their bodies, such as incorporeal undead and non-native outsiders are immune to possession.
Once you use this feature, you can’t use it again until you finish a long rest.
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