Base Class: Warlock
A warlock that makes a pact with a wraith offers up partial control of their soul for the power of the wraith. Exactly how some of these abilities take form is dependent on what kind of pact the warlock forms.
Aspects of the Wraith
At 1st level, your patron bestows dark powers upon you dependent on your pact. You gain the following feature according to your pact:
Pact of the Chain:
Create Specter: As an action, you target a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a Specter in the space of its corpse or in the nearest unoccupied space. The Specter is under your control. You may do this once per long rest, increasing to two uses at level 6, three uses at level 11, four uses at level 15, and 5 uses at level 18. Once able, you may have more than one specter at a time. If you have Voice of the Chain Master, this effect counts for you and your specters as well.
Pact of the Tome:
Shadow’s Embrace: You can cast Darkness as a cantrip, and you can see through magical darkness that you create with this cantrip.
Pact of the Blade:
Blade Drain: When you hit with an attack with your Pact Weapon, you may spend a Warlock spell slot. Your attack deals an additional 1d8 Necrotic damage, with an added 1d8 of damage for each level of spell slot spent above 1st with a maximum of 4d8. You then gain a number of hit points equal to half of the Necrotic damage dealt this way. You may not use this feature while simultaneously using similar features and/or spells (examples: Green Flame Blade, Booming Blade, etc.)
Temporary Possession
At level 6, you may spend your move action to give your patron increased control of your body in exchange for further power. This condition lasts for 1 minute. It ends early if you are knocked unconscious or drop to 0 hit points. You can also end the condition on your turn by spending your move action to do so. While possessed, you gain the following benefits:
- You can move through other creatures and Objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside a creature or object.
- You are immune to the following conditions: Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained.
- If a creature ends its turn within 10ft of you, it must make a Wisdom Saving Throw where the DC equal to your spell save DC. On a failure, the creature becomes Frightened. The creature can make a similar saving throw at the end of each of its turns. On a success, the creature is no longer Frightened.
Granting your patron control over you takes a gradual toll on your body. Once you are no longer possessed (if you are still conscious), you roll 1d6 for each turn you were possessed and lose that many hit points.
You may use this feature twice per long rest at level 6, three times at level 9, four times at level 12, five times at level 15, and six times at level 18.
Improved Aspects
At level 9, the powers your patron have granted you continue to gain potency the more time you have spent connected to the wraith. You gain the following based on your pact.
Pact of the Chain: You may now use your Create Specter ability as a bonus action instead of a main action. Also whenever one of your Specters die, you regain a number of hit points equal to 1d6 + your Warlock level.
Pact of the Tome: Your Darkness spells can no longer be countered or dispelled by effects such as Dispel Magic or Daylight. If a creature ends its turn within your magical darkness, it takes Necrotic damage equal to 2d6 + your Warlock level. You gain hit points equal to half of the damage dealt this way.
Pact of the Blade: Whenever you damage a target with you Blade Drain feature, the target must also make Constitution saving throw, where the DC is your spell save DC. If failed, the target’s hit point maximum is reduced equal to the amount of Necrotic damage dealt by this effect. This reduction lasts until the target finishes a long rest, and the target dies if this effect reduces its hit point maximum to 0.
Whenever you deal weapon damage with your pact weapon, you may choose to deal cold damage instead of your normal weapon damage.
Improved Possession
At level 12, the power your patron grants you increases, as does the cost. While possessed, you gain the following features in addition to your current ones:
- You are immune to Poison and Necrotic damage and cannot become poisoned.
- You have a flying speed equal to your walking speed.
- You have resistance to damage dealt by nonmagical weapons that aren’t silvered.
The amount of life you lose after possession is now instead equal to 1d6 for each turn you were possessed plus you Warlock level.
Undying Breath
At level 16, the essence of your patron helps fend of death itself. Once per long rest, if your character would fall to 0 hit points you may instead choose and spend a Warlock spell slot. Instead of falling to 0 hit points, your character remains conscious with a number of hit points equal to your Warlock level times the number of spell slot you spent this way.
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