Warlock
Base Class: Warlock

Your patron is a shapeless being from the Ethereal Plane, which borders the physical planes of reality. The Ethereal Plane is also known as “The World Tree” and is the pathway that links the Material Plane to the Feywild and Shadowfell. The Ethereal Plane is also bordered by the Elemental Chaos, giving it a strange relationship with the four elements.

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.

SPELL LEVEL SPELLS

1st

absorb elements, unseen servant

2nd

blur, misty step

3rd

blink, clairvoyance

4th

arcane eye, banishment

5th

arcane hand, telekinesis

Plane Shifter

You walk the thin line between the Material and Ethereal Planes. At 1st level on your turn, you can use a Bonus Action to shift between the Ethereal and Material Planes for one minute. While in the Ethereal Plane, for every 10 feet you travel, you use 5 feet of speed. You still maintain a visible form in the Material Plane, however, any objects or creatures on the material plane cannot interact with you. You can walk through any physical object on the Material Plane and you do not provoke opportunity attacks, but not the Ethereal Plane. All attacks on you from the Material Plane automatically fail. You are unable to attack or interact with objects in this state. When you shift back to the Material Plane, roll a d20, if you roll a 1, 1d4 Phase Spiders will appear on you, which can attack you in both the Material and Ethereal Planes. You regain the ability to shift again after a Long Rest.

 At 10th level, you gain the ability to interact with entities between the planes, however you are unable to use to Attack action.

 At 14th level, you can reuse this ability after a Short Rest instead of a Long Rest.

Summon Ethereal

Many creatures call the Ethereal Plane home. At 6th level when in combat, you can use an action to summon a Ghost to an unoccupied space within 10 feet of you, costing you 1 Spell Slot. The Ghost has the same Initiative as you and will take its turn directly after yours. The Ghost will fight the creature that attacked you most recently. When the Ghost reaches 0 Hit Points, it disappears back to the Ethereal Plane. You gain the ability to summon another Ghost after a Short Rest.

Ethereal Sense

At 10th level, your vision sees between the planes, gifting you the ability to see all. Nothing is able to surprise you. Because of this, you gain the following benefits.

  • You gain a +4 bonus to Initiative.
  • You can see the rough shapes of invisible creatures, however, you are unable to identify what type of creature it is.
  • When a creature makes an attack roll against you, you can use your reaction to attack the opposing creature.
  • You are able to take your turn even during an opposing surprise round.

Ethereal Possession

The spirits of the Ethereal Realm are placed under your command and you can call upon them when needed.

At 14th level, you can force a single creature within a 120ft radius to make a Wisdom saving throw or take 1d10 Psychic damage and become Possessed. When Possessed, the creature obeys you as if it were under the effects of the command spell. The possessed creature is able to remake the saving throw. On a fail, the creature takes 1d10 Psychic Damage, on a success, the creature will regain control and no longer be possessed.

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