Base Class: Warlock
'The Other' is a Warlock Subclass where your Patron is a being inhabiting your body, this could be a disembodied Demon that stayed alive through sheer will and hate or perhaps a Celestial being who has chosen you as their vessel for a righteous purpose. Whether your Patron inhabited you by accident or intentionally, The Other is second to you in your body, you have full-control but can discuss possession with your DM; but more benevolent patrons will most likely not attempt possession of your body or brain.
Level 1: It Begins
The Other allows you knowledge of certain spells in addition to your own, these spells are:
Blink, Blur, Contact Other Plane, Dimension Door, Dominate Person, Fabricate, Fear, Identify, Illusory Script, Shatter.
Keep in mind they can only be cast if you have a spell slot for that spell's level available.
Level 1: Influence Aware
At 1st level your Patron allows you to call on their knowledge, you become proficient with Martial Weapons and Medium Armour. Also pick two artisan's tools you don't have proficiency with, you gain proficiency with these tools, in addition you learn the language of your patron, if you already know your patron's language you gain another language of your choice.
Level 6: The Forbidden Pieces
Pick a Damage Type that would best suit your Patron, you then gain the following feature based on your Pact Boon:
Pact of the Tome/Talisman:
When you are further than 20ft away from your Pact Boon you can use a Bonus Action to activate it's link to you and your Patron. Your Pact Boon pulses at the end of each of your turns in a 20ft sphere while it is deployed in this way, with these pulses, any enemy creature within this sphere must succeed a Constitution Saving Throw against your Spell Save DC or take 1d8 damage.
At 10th level the damage dice becomes 2d8
At 16th level the damage die becomes 3d8
Pact of the Chain/Blade:
Using a Bonus Action, your Familiar or Pact Weapon will begin the emanate an otherworldly smoke that obscures vision in a 30ft sphere centered on itself, you and a number of creatures equal to your proficiency bonus are able to see through this smoke with no issue. This effect ends at the end of your turn after 2 turns.
This feature can be used once per Short Rest.
Level 10: The Destined, The Damned
For 6 turns you transform and take on the appearance of your patron, while in this form you gain 2d12 temporary Hit Points, your AC is 18 + your Charisma bonus and you become immune to these conditions:
Restrained, Grappled, Stunned.
You may choose to end this transformation without any action within the 6 turn timeframe, however if your Patron wants control of your body at this time you must make a DC 10 save (ability of the DM's choice) or become possessed, while possessed the DM controls your character or if you have discussed with them you may play as your patron possessed character as long as it acts in accordance with your patron's wishes.
This can be used Once Per Long Rest
Level 14: Soul Absorption
For two turns at the end of each of your turns, you will roll a special Contest. You roll a D12 for your Patron and a D10 for the absorbed enemy, you do this with no modifiers added or subtracted to either roll, after the three turn duration elapses the results of this contest are as follows:
If your Patron loses both contests the absorbed enemy is jettisoned out to their original position
If your Patron wins one contest and loses one contest you Heal for a total amount of Hit Points equal to your Charisma modifier + Your Proficiency Bonus and the enemy is jettisoned out to their original position
If your Patron wins both contests you Heal for a total amount of Hit Points equal to your Charisma modifier + Your Proficiency Bonus and the enemy is jettisoned out to their original position and take 4d10 of the Damage Type you chose from The Forbidden Pieces feature ignoring Resistances AND Immunities.
You can use Soul Absorption Once Per Long Rest.
Previous Versions
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