Base Class: Warlock
A spirit, poltergeist or some other spectral undead being has become attached to your very being. Without a physical form to enact its desires, it has found a host in you. The spirit could be attached to a trinket or artifact you carry, or to your very person. This spirit could be a paternal figure who wants to keep protecting their loved one, a vengeful ghost using you as a means to an end, or an ancient spirit of which you have awoken.
Envoke the power of the spirit realm as you put new meaning in the term "Friends on the other side." Gain advantage on death saving throws, become ghostlike, walk through walls, and become the thing that goes bump in the night. Work with your DM to determine the details of your Spectral companion, your relationship, and the circumstances of your partnership. The Ghost, when manifesting, is consistant in its appearence, which is determined by the player.
Expended Spell List
The Spirit 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 |
Chaos Bolt, False Life |
|
2nd |
Blur, Knock |
|
3rd |
Haste, Speak with Dead |
|
4th |
Confusion, Greater Invisibility |
|
5th |
Dominate Person, Cloudkill |
Ghostly Gaurd
Starting at 1st level, your patron wishes to keep you alive for as long as possible, if you are to reach 0 hit points, you can choose to gain temporary hit points equal to your CHA modifier plus your warlock level. Once you use this feature, you can't use it again until you finish a long rest.
Furthermore you can freely commune with The Spirit by speaking aloud in a shared language. The Spirit is not all knowing, and it is down to the dungeon masters discretion to determine how much the spirit knows and much it is willing to share.
Spectral Gait
Starting at 6th level, your patron grants you the ability to assume a ghostly form. As an action, you can become spirit-like, granting you the ability to walk through solid walls and occupied spaces. You also gain resistance to bludgeoning, slashing and piercing damage for the duration of the transformation. If you end your turn within a wall or otherwise occupied space, you take 2d8 force damage. This transformation lasts one minute. You can end the transformation early as a free action.
You can use this feature a number of times equal to your charisma modifier (Minimum of 1). You regain all expended uses after a long rest.
Death's Chill
Starting at 10th level, your patron surrounds nearby enemies in a cold mist that fill the air around you. Any creature that is hostile towards you that is within 20ft of you have their movement speed halved. Any enemy that ends their turn inside the mist must make a CHA saving throw equal to your spell save DC or be frightened until the end of their next turn.
Once the frightened effect ends, or if they succeed their saving throw, they are immune to this effect for the next 24 hours.
Given Form
Starting at 14th level, as a bonus action, your patron assumes a corporeal form, becoming an exact copy of you in your current state. Your current health and expended spell slots carry over. You control your patrons actions and they act immediately after you in initiative. Your patron has resistance to bludgeoning, slashing and piercing damage from non-magical weapons and has the feature incorproreal movement. Your patron fights alongside you for 1 hour or until dissmissed as an action. Your patron disappears if it is reduced to 0 health, and in which case this feature cannot be used until 24 hours have passed.
Once you use this feature, you can't use it again until you finish a long rest.
Previous Versions
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11/1/2021 4:19:02 PM
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25
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8
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1.0
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Coming Soon
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3/23/2022 2:35:27 PM
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42
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3
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Coming Soon
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11/19/2022 6:42:52 AM
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43
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9
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Coming Soon
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