Base Class: Warlock
A violent death, a ghastly ritual, or unfinished affairs can bind a piece of one's soul to the Material Plane. A Wraith is a powerful spirit who's soul refused to pass into the afterlife.
A warlock's pact with the Wraith is as powerful and unique as the spirit was when they were alive, though their memories and emotional stability may fade the longer they have lingered without a mortal body to execute their intentions. The bond shared between warlock and Wraith is often a mutual transaction. The warlock is offered power and knowledge in exchange for carrying out the Wraith's final will. A Wraith's intent may be revenge or destruction, but could just be as innocuous as seeing the last of their bloodline live a safe and happy life; revenge is often the case.
Throughout their journey, their bond is a mockery of death; the warlock's body and soul is pulled closer to the Spirit World as their bond with the Wraith grows stronger. At times of intense emotion or after completing an exhausting feat, the warlock may even struggle to maintain their grip on interacting with the Physical World, temporarily becoming more corporeal as they are tugged closer to the Spirit World.
As a result of their pact, a warlock is expected to carry out the Wraith's will under almost any means necessary, regardless of their alignment. Refusal or opposition of the Wraith's commands could have intense consequences for the warlock.
Expanded Spell List
The Wraith grants you it's knowledge, letting 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.
Wraith Expanded Spells
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In The Presence of the Damned
Starting at 1st level, you and the Wraith have become one. While you are bonded with the Wraith, you gain passive bonus to Wisdom (Perception) score and Wisdom (Perception) checks. This bonus equals your charisma modifier. Additionally, your Dexterity score is increased by 1 and your total maximum Hit Points is increased by 5. While bonded with you, the Wraith cannot be targeted by any attack or other harmful effect; only spells you cast on it; it cannot take damage; and it is incapacitated.
You may also command the Wraith to temporarily separate from you. The spirit assumes the form of a spectral humanoid and the statistics of a homunculus. The Wraith will obey your commands should they not be against their own interests. You may telepathically communicate with each other and can see and hear what the other does while within 100 feet.
In combat, you roll initiative for the Wraith and control how it acts. If the Wraith is within 5 ft of an enemy creature for two rounds of combat, the enemy must make a Wisdom saving throw. On a failed save, the enemy becomes Frightened; this effect may only occur once.
As a bonus action, the player may summon the Wraith to fight or return the Wraith to themself and regain their passive bonuses.
The Wraith dissipates temporarily when it is slain, if you die, or if it is banished by spells/enchantments.
At the end of a short or long rest, the Wraith will return to you, allowing you to regain the passive bonuses. At the end of a long rest, the Wraith will regain it's active abilities.
Ghastly Preclude
Starting at 6th level, you may call on the Wraith for supernatural feats. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll’s effects occur.
Once you use this feature, you cannot use it again until you finish a long rest.
One Foot in the Grave
Starting at 10th level, your bond with the Wraith has strengthened even further, thinning the veil between the Spirit World and the Physical World. You learn to step through to the Spirit World. As a reaction to danger, you can cast etherealness for up to one minute. As a bonus action on your turn, you can cast the etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn.
Once you use this feature, you cannot use it again until you finish a short or long rest.
Additionally, you gain permanent immunity to the charmed and frightened condition.
Dominate Soul
Starting at 14th level, you gain the ability to cast Possession on a target.
Possession: One humanoid that the player can see within 30 ft of it must succeed on a dc 13 Charisma saving throw or else be possessed by the player. The player then disappears, and the target is Incapacitated and loses control of its body. The player now controls the body but does not deprive the target of awareness. The player cannot be target by any attack, spell, or other effect, except ones that turn Undead.
The player uses the possessed target's statistics, but does not gain access to the targets Class Features, or proficiencies. The player cannot cast spells they know, only spells the target knows.
The player may attempt to peer into the possessed targets memory and must roll a d20 on attempt. On a roll of 15 or higher the player may see one murky image of a single memory. Should the player roll less than 15, they may attempt one more roll. If the second roll also fails, the possession ends and the player's HP maximum is reduced by one third until they finish a long rest.
The possession lasts until the body drops to 0 Hit Points, the player ends it as a bonus action, or the player is forced out by an effect like the Dispel Evil and Good spell.
When the possession ends, the player reappears into an unoccupied space within 5 ft. of the body. The target is immune to the player's possession for 24 hours after the possession ends.
After using Possession, the player cannot use it again until they finish a long rest. A player returning from a possession has Disadvantage on Ability Checks and Saving Throws until they finish a short rest.
The player maintains the ability to summon the Wraith while using Possession.
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