Warlock
Base Class: Warlock

The voice never leaves. A ghost or spirit of someone you once knew maybe. Maybe a spirit that found your body resting on its way to the afterlife. Nevertheless, now you and it are interwoven. This spirit has created a home inside your body and gives you magic as a sort of payment. This spirit and you must find symbiosis if either of you is to find the strength required to succeed. Unlike other patrons, a Spirit Guide doesn't want your soul, it wants a second life. If you don't work to appease your Spirit Guide, it might attempt to possess you, if you do work with your Spirit Guide it will empower you.

Extended Spell List

The Spirit Guide 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.

Spirit Guide Expanded Spells

SPELL LEVEL SPELLS

1st

floating disk, mage armor

2nd

alter self, levitate

3rd

animate dead, phantom steed

4th

phantasmal killer, polymorph

5th

dominate person, modify memory

Two Minds

At 1st level, you and your patron begin working together with mental fortitude. Using this ability you can hold two concentration spells at once, though if you lose concentration on either both will fail, or gain advantage on all saves to hold concentration on a single spell. You cannot gain the advantage if you are using two concentration spells. You can do this once per short rest.

Ghostly Void

At 6th level, you can show someone the void of death they will soon face. Your Spirit Guide shows itself to a creature in melee range. The creature must make a Wisdom or Constitution saving throw, warlock’s choice, against your spell save DC. On a failed save the creature becomes petrified for 1 minute, after that the creature is frightened for up to a minute but can use its action to attempt a Wisdom save against you Spell Save DC to exit the condition. This ability can be used twice a day but is ineffective on blinded creatures, celestials, fiends, or undeads. 

Possession

At 6th level, your spirit guide can possess a single humanoid it can see within 5 feet. The humanoid must succeed on a DC 13 Charisma saving throw or be possessed by your Spirit Guide; the target then is incapacitated and loses control of its body. Your Spirit Guide now controls the body but doesn't deprive the target of awareness. Your Spirit Guide can't be targeted by any attack, spell, or other effects, except ones that turn undead, and it retains your alignment, Intelligence, Wisdom, Charisma, your extended spell list, and is immune to being charmed and frightened. It otherwise uses the possessed target's statistics but doesn't gain access to the target's knowledge, class features, or proficiencies. The DM controls the spirit guide and shares your initiative, though its turn is directly after yours.

You can use this feature a number of times equal to your proficiency bonus. 

When you use this feature, you lose the ability to use any other Spirit Guide related features, excluding your extended spells.

Astral Mist

At 10th level, your spirit guide opens a portal inside your body to the astral plane. Astral mist billows from your soul and onto the battlefield in a 20ft circle centered around you. Any allies, including yourself, in the mist, have resistance to necrotic and radiant damage. Any hostiles in the mist take 1d8 necrotic or radiant damage, determined by the warlock on summoning the mist, at the start of each turn while in the mist. You can summon this mist from your Spirit Guide once per long rest. 

Spiritual Protector

At 14th level, when you reach 0 hit points your Spirit Guide exits your body. Until you reach 5hp or you summon it back into your body, the Spirit Guide guards your body. The Spirit cannot be more than 30ft from you at any time. If the Spirit Guide dies before you stabilize you and it both perish from this mortal realm. If your Spirit Guide dies when you’re stabilized, it passes onto the afterworld, taking your power with it. Refer to the Ghost stat block for what your Spirit Guide can do. 

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