Base Class: Warlock
You have bonded with a spirit from the Ethereal plane. Perhaps a fragment of the spirit of a long-deceased lich king, a ghost trapped in the Ethereal plane, or a former mentor or family member who died years ago and still has unfinished business. Talk with your DM about how you came across such an entity, and what relationship you have with that entity. You act as a material conduit for its ethereal desires, in exchange for a modicum of its power.
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 | command, sleep |
| 2nd | darkness, blur |
| 3rd | animate dead, blink |
| 4th | blight, death ward |
| 5th | animate objects, raise dead |
Conjure Manifestation
At 1st level, you gain the ability to conjure an ethereal manifestation of your patron to aid you. You can designate one spellcasting focus as the home to your patron's spirit, called an Ethereal Focus; if you lose your Ethereal Focus, you must undergo an hour-long ritual, using 100gp worth of incense and chalk, as well as a new spellcasting focus, to create a new Ethereal Focus. If you do not have an active Ethereal Focus, you cannot use any Warlock features until you create a new one. If you choose the Pact of the Blade or Pact of the Tome at 3rd level, you can use the hour-long ritual (without material components) to transfer the soul into a weapon of your choice or your Book of Shadows, respectively. If you choose a weapon, it can be used as a Pact weapon; if you choose your Book of Shadows, you can use it as a spellcasting focus. If you choose the Pact of the Chain, you can use any of the features your familiar has (such as Gift of the Ever-Living Ones) on the manifestation you summon if you are holding your Ethereal Focus.
As an Action, you can conjure a manifestation of your patron in an unoccupied space within 5 feet of you. The manifestation can move through other creatures and objects as if they were difficult terrain. It takes 1d10 force damage if it ends its turn inside an object. The manifestation has an AC of 12 + your Proficiency bonus, a speed of 25 feet, a bonus to all saving throws equal to your Proficiency bonus, and hit points equal to four times your Warlock level, and it cannot be frightened or charmed. Additionally, when you summon the manifestation, you can expend a Warlock spell slot to provide the patron with a number of temporary hit points equal to three times your Warlock level. The manifestation lasts until you use an Action to recall it, or until it dies. If you recall your patron, then summon it again, it spawns with the same number of hit points and temporary hit points it had when you recalled it, unless you spend another Warlock spell slot to give it more temporary hit points. In combat, it shares your initiative count, taking its turn immediately after you, and it can take the Help, Dodge, Dash, and Disengage actions, as well as an attack of your choice (bow, sword, or spell).
You can manifest your patron a number of times equal to your Charisma modifier per long rest. The patron cannot be healed, but it regains all of its hit points and loses all of its temporary hit points when you finish a long rest. If your patron's manifestation dies, you must finish a long rest before you can summon it again.
Bow
Ranged weapon attack (100/400), one target, hit: your Charisma modifier + your Proficiency bonus. 1d8+{{modifier:CHA}} force damage.
Spell
Ranged spell attack, 120 feet, one target, hit: your Charisma modifier + your Proficiency bonus. 1d10+{{modifier:CHA}} force damage.
Sword
Melee weapon attack, reach 5ft., one target, hit: your Charisma modifier + your Proficiency bonus. 2d6+{{modifier:CHA}} force damage.
Magical Bonds
At 6th level, the inter-planar bonds between you and your patron grant the following benefits:
Magic Weapons. The manifestation's attacks count as magical.
Ghost Vision. You can see out to 60 feet into the Ethereal Plane. While on the Ethereal Plane, you can see 60 feet into the Material Plane.
Ethereal Step
By 10th level, your patron bestows upon you the ability to weave between the Material Plane and Border Ethereal with ease. You gain the following benefits:
Ghostly Dodge. When a creature makes an attack against you, you can use your reaction to teleport up to 10 feet away, gaining immunity to that attack. Once you use this feature, you cannot do so again until you finish a short or long rest.
Weave. As an action, you can shift into the border ethereal plane until the start of your next turn. You are visible on the Material Plane while in the Border Ethereal, and vice versa, yet you can't affect or be affected by anything on the other plane. You can do so a number of times equal to your Charisma modifier and regain all expended uses at the end of a long rest.
Possess
By 14th level, your mastery over the rift between planes is at its greatest. The manifestation can use its action to possess a Medium or smaller creature within 5 feet of it. That creature must make a Charisma saving throw against your spell save DC. Undead and constructs automatically succeed on this saving throw. On a failed save, the manifestation disappears, and the target becomes incapacitated and loses control of its body. The manifestation now controls the body but doesn't deprive the target of awareness. The manifestation can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its Charisma, Intelligence, and Wisdom saving throw bonuses, and its immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, the manifestation ends it as an action, or the manifestation is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the manifestation reappears in an unoccupied space within 5 ft. of the body.
Once you use this feature, you cannot do so again until you finish a long rest.
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