Warlock
Base Class: Warlock

You made a pact with a powerful spirit in the Ethereal Plane and now your body works as a connection between the two worlds. The union to different Spirits grants you power. Maybe you are a Medium or a Chaman or just someone with a high sensitivity to the spirits around.

Expanded Spell List

The Ether 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
Spell Level Spells

1st

false life, fog cloud

2nd

blur, see invisibility

3rd

spirit guardians, blink

4th

greater invisibility, arcane eye

5th

Arcane hand, scrying

Ethereal Vincle

You know the Eldritch Blast cantrip. It count as a warlock spell to you but doesn’t count as spells that you can know.

The spirits help you resolve your actions. When you fail a saving throw you can add 1d4 to the roll potentially transforming the fail into a success. You can use this feature times equals your Charisma modifier per long rest.

Spirit Possession

As a bonus action you open your body for a spirit to take control of yourself for 1 minute. You can do this times equal your proficiency modifier per long rest.

While possessed you are inmune to the frighten condition and magic can’t put you to sleep.

The spirits are very unstable creatures, when you activate this ability roll 1d4, the type of spirit that possess you change due to the result:

Spirit Possession table
Die roll Spirit

1

Sorrow Apparition

In each of your turns you can force the first creature you hit with an attack to make a Wisdom saving throw against your spell DC or to be frightened by you until the end of you next turn.

Scream of Dispair: At lvl 6 as a reaction when you get hit by an attack, you can force all the creatures you choose in a 10 ft radius to do a Wisdom save or be frightened by you until the end of your next turn. The frightened creatures have to automatically use all their movement to get as far as they can. Also if you hit a frightened creature with an attack the creature takes 1d8 extra force damage.

2

Guardian Spirit

A benevolent spirit protects you, you gain +2 to AC.

Ancestral Protection: At lvl 6 as a reaction when you get hit by an attack, you can teleport up to 15 ft to a location that you can see and give yourself resistance to the damage taken.

3

Eldritch Spirit

If you use your action to cast Eldritch Blast you can use your bonus action to cast one more beam. This beam doesn’t benefit from any Eldritch Invocation. When you make an attack roll for Eldritch Blast you can crit on a 19 or 20.

Eldritch Brust: At lvl 6 you can cast two beams with your bonus action with the same conditions as above and if you make a critical hit you can roll one extra die and add it to the total damage.

4

Trickery Spirit

A joker spirit possessed you, the moment you activate this ability an image of yourself apear in a place you can see in 30 ft. The duplicate has 10 AC and 1 HP, you can attack from your duplicate and you can use you bonus action to move the duplicate up to your speed. You can see, hear and talk from your duplicate. A creature can use an action to try to inspect the duplicate passing an Intelligence saving throw equal to your spell DC.

You can spend an action summoning another duplicate. If there is two duplicates summoned at the same time the old one disappear.

Tricky Surprise: At lvl 6 at any moment as a reaction you can change places with your duplicate if it’s not more than 100 ft of you. You don’t have to see your duplicate to do this but you have to be in the same plane of existence. After changing places the duplicate is destroyed and explodes liberating a force wave in a 10 ft radious that deals 2d8 force damage to all the creatures in the area and force them to make a Strenght check or be knocked prone. If they pass the saving throw the damage is halved and they don’t fall prone.

Spirit Watcher

You don’t need to eat or drink and you can take a long rest in 4 hours. When you are taking a long rest your spirit projects out of your body. The spirit remains 5 ft above the body and can’t move. Your spirit is aware of your surroundings, it has dark vision up to 100ft and you can see both the Physical Plane and the Ethereal Plane.

Your link with the spirits became more powerfull. Each of the spirits that can possess you grant you new abilities.

Incorporeal Body

Starting at lvl 10, your connection to the spirits is more stable, when you finish a long or a short rest roll 2d4 and take notes of the results. After you roll the Spirit Possession die you can change it from one of those instead. You can use this feature once per long or short rest.

Now when you take your Spirit Possession you have resistance to piercing, slashing and bludgeoning damage from non magical weapons and have a flying speed of 15ft and you can hover.

Ethereal Death

Starting at 14th level, your body is capable of retaining spirits beyond death. When the Spirit Possession is active and you are reduced to 0 hit points you can keep fighting until the Spirit Possession is over, even if your body is dead.

In addition you can cast Etherealness at 7th lvl once per day without expending a spell slot. If you already know this spell from the Mystic Arcanum moving up and down doesn’t cost you extra movement.

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