Warlock
Base Class: Warlock

You have communicated with a powerful deceased and come to an arrangement, granting otherworldly powers to yourself in exchange for a degree of service to the spectre. The ghost may have any alignment, depending on who it was in life. It may seek to further your goals if it believes in you, willingly cooperating and making sacrifices for you. However, it may just as easily be planning to permanently control your body.

Expanded Spell List

The Ghost allows you to 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.

WARLOCK  Level Spells

1st

inflict wounds, catapult

3rd

blindness/deafness, blur

5th

animate dead, blink

7th

confusion, death ward

9th

animate objects, control winds

 

Minor Possession

Beginning at 1st level, you can send a portion of your ghostly patron to influence the actions of others. As a bonus action, you can attempt to influence one creature you can see within 30 ft. That creature must succeed on a Charisma saving throw against your Warlock spell save DC or lose the ability to take bonus actions and reactions on its next turn. You can use this feature a number of times equal to your proficiency bonus per long rest.

Extrasensory

At 6th level, your patron grants you powers of extrasensory perception. You gain darkvision out to 30 ft. (If you already had darkvision, your darkvision range expands by 30 ft.) and blindsight out to 10 ft. You also gain Advantage on saving throws to avoid being [condition]charmed[\condition] or [condition]frightened[\condition], and on initiative rolls.

Improved Possession

At 10th level, your ghostly powers allow you to fully control creatures. You learn the [spell]dominate person[\spell], which counts as a Warlock spell for you but does not count toward your spells known. Additionally, you gain the ability to directly possess a creature.

At 10th level, your ghostly powers allow you to fully control creatures. When you use this feature, your body dissolves as you attempt to possess the target. If the target succeeds on a Charisma saving throw against your Warlock spell save DC, you reappear at a location of your choice within 5 ft. of the creature. Otherwise, the creature is possessed. You inhabit the creature, inheriting its Strength, Constitution, and Dexterity scores, as well as its available actions. Your Intelligence, Wisdom, and Charisma scores remain the same, and you cannot take actions other than those in the Warlock class. You also do not gain the target's knowledge or skill proficiencies.

Whenever a possessed creature takes damage, you must make a Constitution saving throw to maintain concentration on your possession. This does not interfere with spells that you may be concentrating on.

Puppeteering

At 14th level, you can direct your patron to control nearby Unconscious or Dead creatures. As a bonus action, you can command your patron to temporarily inhabit an Unconscious or Dead creature that you can see within 30 ft. You may direct the ghost's action, bonus action, and reaction, and it uses all of the stats of the creature that it inhabits. The patron is capable of speaking, even if the creature it inhabits is not normally.

When you are Unconscious or Dead, your patron controls your body for you. If you are Unconscious and you have 0 hit points, you roll death saves as normal. While your patron controls you, it is capable of acting against your wishes. If it wishes, it acts to further its own agenda, or according to its alignment if it has no active goals. Otherwise, you functionally control your body as normal.

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