Base Class: Warlock
You are dead - or rather you're supposed to be. Instead, you find yourself floating amongst the Astral Sea, face-to-face with the pale blue visage of someone gauntly and ghoulish. Whether intentional or not, a deal has been made, and this spirit has now found a body.
Your patron is the Wraith, an undead and wrathful spirit with a vengeance. It has no corporeal form, so it relies on you to do its bidding and complete its goal. The spirit of the Wraith can be many things, be it human, elf, orc, etc. Through their presence in both the material and astral planes, the Wraith grants you powers o
Drain
Your hand glows with the form of your Wraith as you reach out and pull the life force out of your foes.
At first level, as an action, you can inflict 1d4 necrotic damage and restore hit points equal to the damage dealt. It deals 1d6 necrotic damage once you reach 3rd level, 1d8 when you reach 6th level, 1d10 when you reach 10th level, and 1d12 when you reach 14th level.
You can do this a number of times per long rest equal to your Warlock level.
Deadly Whisper
Your patron sends a faint whisper that draws in your enemies with its sounds.
Once you reach 6th level, you can choose a location within 60 ft. to place a Deadly Whisper, a small flash of white light accompanied by faint whispers. Any creature within a 60 ft. radius can hear the whispers and see the light must make a Wisdom saving throw with a DC equal to your spell save DC. On a failure, the creature is compelled to move towards the chosen location. The creature cannot move towards the source if it actively puts them in danger. You can denote any number of creatures that are unaffected by the Deadly Whisper.
Wraith Chain
Once you reach 6thlevel, after landing an attack, you release the astral form of your Wraith patron to make a second attack.
Once you have made a successful attack roll against a target, you can make a second roll to attack a second target within 10 ft. of the first target. If the target is facing opposite of you, make this roll with advantage. You do not move from your original position when making this second attack.
You can use this feature 3 times per long rest.
Brand
Once you reach 10th level, upon using the Drain feature, the target must make a Wisdom saving throw against your spell save DC. On a failure, you can enact one of the following effects.
- Read the thoughts of the target creature
- Frighten the target creature
- Take control of the target creature for one minute, per the rules of Dominate Person.
Death Totem
Your patron Wraith has unlocked the ability for you to cheat death by tying your spirit to a totem of your creation.
Once you reach 14th level, you can create a ritual to form a Death Totem in a location of your choice. Doing so takes 10 minutes, costs 250 gp in material sacrifices, and requires you take 2 points of exhaustion, since the magic surrounding resurrection is powerful and draining. The totem cannot be moved from its original location, and it lasts up to a week before falling apart and losing its power.
Once the ritual is complete, if you fall to 0 hit points while within 10 miles of your Death Totem, you are instantly transported to the location of the totem with 1 hit point.
Once you have used a Death Totem you may not create another one for 1d4 days.
Comments