Base Class: Warlock
It is the fear of things that are almost human, but not quite, a fear of the unknown and the creeping sense that something is not right. It manifests as objects pretending to be humans, like mannequins, wax models and taxidermy, and is often connected to skin, faces, and identity.
Expanded Spell List
The Stranger gives you an extended spell list.
Stranger Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | Tasha's Hideous Laughter, Chromatic Orb |
| 2nd | Magic Mouth, Nystul's Magic Aura |
| 3rd | Animate Dead, Feign Death |
| 4th | Confusion, Fabricate |
| 5th | Animate Objects, Seeming |
Entrap
Starting at 1st level, choose a creature within 60 feet of you. That creature must make a Wisdom saving throw against your warlock spell save DC. On a failed save, the creature is charmed by you. On a successful save, the creature is frightened. Either effect lasts one minute. The creature can repeat the Wisdom saving throw at the end of their turn. You must take a long or short rest before you can use this feature again.
Doppelganger
Starting at 6th level, as an action, choose a creature within 5 feet of you. That creature must make a Charisma saving throw against your Warlock spell save DC. On a failed save, all intelligent creatures that you encounter believe that you are the target of this feature. Your appearance and mannerisms do not change, but for the duration of this effect, others assume that these traits are normal for the target. A successful perception check (10 + your Warlock spell save DC) or arcana check (5 + your Warlock spell save DC) will allow an individual to see through this illusion. After your next long or short rest the illusion ends unless you consume a spell slot to maintain it. You must finish a long or short rest before you use this feature again.
Nes Pa Vu
Starting at 10th level, choose a person or object within 5 feet of you. For the next 24 hours, all records and memories related to the target disappear. Creatures must make a Charisma saving throw against your warlock spell save DC to remember the target. You must finish a long or short rest to use this feature again.
Disassociate
At 14th level, you can completely remove a person's grip on reality. A target within 120 feet of you must make a Wisdom saving throw against your Warlock spell save DC. On a failed save, they become insane. On their turn, they must take a random action as determined by rolling 1d6 and consulting the table below, or take 1d6 psychic damage and attempt a Wisdom saving throw to do nothing. The target also takes ongoing 2d6 psychic damage every turn. You can maintain this effect using concentration for 1 minute. You must finish a long or short rest before using this feature again.
Insanity Table
1| The target moves it's speed away from you.
2| The target attacks the creature nearest to it.
3| The target drops whatever it is holding. If it is standing, it sits. If it is sitting, it stands.
4| The target becomes open to suggestion and, on it's next turn, will carry out an action suggested to it.
5| The target makes an attack against itself.
6| The target does nothing.
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