Base Class: Warlock
Rather than enter a bargain with a single powerful entity, you beseech the myriad spirits for power. The spirits of the dead, trapped in the ethereal plane, have little common direction, their sanity and sense of self having decayed over the centuries. What remains of these phantoms posses power and knowledge, to those talented and desperate enough to seek their aid.
This subclass is sourced from Rhelliom's "Otherworldly Patron: Spirits" on homebrewery: https[://]homebrewery[.]naturalcrit[.]com[/]share[/]SyWZ6gMquW
Expanded Spell List
The Spirits let you choose from an expanded list of spells when you learn a new warlock spell. The following spells are added to the warlock spell list for you.
Fiend Expanded Spells
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1st |
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2nd |
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3rd |
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4th |
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5th |
Mystic Sight
Starting at 1st level, you can beseech the spirits to expand your senses. As an action, you can look beyond the visible world. Until the end of your next turn, you can see invisible creatures and into the ethereal plane. You may use this feature a number of times equal to your charisma modifier, and regain all uses after completing a short or long rest.
Spirit Talker
Starting at 6th level, you gain the ability to contact the spirit of a recently deceased creature. You may cast speak with dead on a corpse that has died within the last 24 hours, without using a spell slot. When you cast the spell using this feature, you can compel a hostile creature to answer honestly if it fails a wisdom saving throw against your spell save DC. It uses the statistics it had in life for this saving throw.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Phantom Guardians
Beginning at 10th level, the spirits from whom you draw power watch over you, and warn you of impending danger. You cannot be surprised, and you have advantage on initiative rolls. In addition, each time you finish a short or long rest, choose one of the following wards, which lasts until you complete another rest:
- Mystic Protection: When you fail a saving throw against a spell or other magical effect, you may reroll it and use the new roll. Once you do so, you must wait until you have re-chosen your ward to do so again.
- Etheric Shield: You gain a +1 bonus to your armor class.
- Soulbound Fortitude: You gain temporary hit points equal to your warlock level. These hit points last until the end of your next long or short rest.
Etheric Shield
You gain a +1 bonus to your armor class.
Mystic Protection
When you fail a saving throw against a spell or other magical effect, you may reroll it and use the new roll. Once you do so, you must wait until you have re-chosen your ward to do so again.
Soulbound Fortitude
You gain temporary hit points equal to your warlock level. These hit points last until the end of your next long or short rest.
Etherbound
Starting at 14th level, your connection to the spirits allows you to shift into the ethereal plane, and drag other creatures with you. As an action, you can target a number of creatures up to your charisma modifier that you can see within 30 feet of you. You and each creature that fails a charisma saving throw against your warlock spell save DC shift to the ethereal plane. As long as you maintain concentration (as if you were concentrating on a spell), up to 1 minute, the affected creatures remain in the ethereal plane, though they can move and act as normal. For the same duration, you can see into the ethereal plane, and you can use a bonus action on each of your turns to shift yourself or an affected creature from the ethereal plane to the material plane or vice versa.