Base Class: Warlock
Haunted Features
| Warlock Level | Feature |
|---|---|
| 1st | Expanded Spell List, Bonus Cantrips, Phantasmal Pull |
| 6th | Phantom Sentinel |
| 10th | Haunting Possession |
| 14th | Protected Soul |
Expanded Spell List
The Haunted 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 | False Life, Shield |
| 2nd | Phantasmal Force, Healing Spirit |
| 3rd | Animate Dead, Speak with Dead |
| 4th | Phantasmal Killer, Faithful Hound |
| 5th | Raise Dead, Arcane Hand |
Bonus Cantrips
Your watchful spirits give you the Cantrips Mage Hand, and Thaumaturgy.
Phantasmal Pull
Your Haunt lifts you and gravity doesn't always work the right way in their presence.
You passively Hover up to 1ft off the ground at any given time.
Starting at 5, 10, 15, 20 lvl it increases by 1ft.
You must use an action to resist the pull and touch the ground.
This hovering causes you to float above water and not trigger traps such as pressure plates and other weight based traps, but do not give you constant feather fall.
Due to resisting the pull being such a mental strain, going underwater or staying put on the ground counts as a concentration effect. And as such, fails cause you to be pulled right back up.
This passive effect does not render you immune to gravity-based spells nor does it give you immunity to being knocked prone or knocked back. (And similar spells, at the DM's discretion)
When you use your action to recover, you resume floating as normal.
Phantom Sentinel
At 6th level, your relationship with your Haunt has strengthened you.
Your Haunt now actively teaches (or directly guides) you to protect yourself from phantasmal magic and assists you to empower your own.
You gain Psychic Resistance, and when you cast a spell that deals Psychic Damage, you can add your Charisma Modifier to the Roll's Damage.
Multi-target effects only gain the bonus damage on a single roll of however many rolled initially.
Haunting Possession
Starting at 10th level, your Haunt has started to get possessive and over-protective of you.
Your Haunt now manifests parts of itself (or themselves) to lash out against attackers.
As a reaction action, you may allow your Haunt to defend you.
You may direct them to shield you from harm, giving you a one-time bonus of
half your warlock level to your AC.
You must chose to use this before the results of an attack are shown.
Alternatively, also as a reaction action, you may allow your Haunt to lash out against aggressors.
This attack has a close range (5ft) that does 1d10 per 2 Warlock Levels.
(Max of 7d10)
You can only use this after you are attacked whether the attack connected or not.
This damage is generally psychic damage, but up to your DM's discretion and fitting with your own personal Haunt, the damage type may be any type.
You can use this ability (1+Cha mod) times, being refunded after a long rest.
However, also at your DM's discretion, your Haunt may use this ability whenever it wishes, though these actions do not use up your personal uses.
Protected Soul
Starting at 14th level, your Haunt has laid a protective claim to your soul.
If it's been stuck with you this long, it's going to make sure you stay with it as long as possible.
You gain immunity to Magical aging effects and all possession attempts against anything that isn't from your Haunt.
Additionally you gain a bonus of your full warlock level on your saving throws against death affects.
However, due to your continued exposure to and bond with your Haunt, you have disadvantage on saving throws to resists its possession attempts.
Depending on the Alignment of the Haunt, this may be beneficial or harmful.
All Haunt possessions wear off (if not dismissed) after 1d100 minutes.
Comments