Warlock
Base Class: Warlock

You have had met a creature of horror, that haunts people as per it's nature. They have chosen to grant you a power for whatever reason, perhaps to spread terror, or to continue haunting your nightmares. Some patrons may be unexplainable, others could be creatures such as the avatar of death which comes from the deck of many things, or a considerable death tyrant.

Haunted Spells

The Haunting 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.

Haunting Expanded Spells
Spell Level Spells

1st

fog cloud, dissonant whispers

2nd

alter self, blindness/deafness

3rd

animate dead, blink

4th

arcane eye, black tentacles

5th

dominate person, geas

Mental Intrusion

Beginning at 1st level, you know the cantrip message. This doesn't count against your number of cantrips, and counts as a warlock spell for you.

With this, when you speak with a creature, you can also mask your voice in a distorted yet understandable manner. This doesn't change your voice to sound like another person's, but simply prevents them from understanding it's your voice.

Deathly Facade

At 6th level, you can now escape death's grasp, and use it to your advantage. When your hit points are reduced to 0, you can immediately roll a intimidation check with a DC of 15. On a success, you revive at 1 health, leaving an illusion of your body on the ground, and teleport behind the creature that reduced you to 0 hit points. Once you move or use an action, the illusion disappears, and if you make a melee attack against the target, they must make a wisdom saving throw against your spell save DC. On a failure, the gain the fear status.

This can be used once per long rest.

Living Afterlife

Beginning at 10th level, you now have power allowing you embody death more closely. You become immune to necrotic damage, and whenever a humanoid attacks you, you can use your reaction to deal necrotic damage equal to your charisma modifier (minimum of 1) to them.

Pandemonium

Starting at 14th level, you can now make the area around you itself distort. As an action, you can make creatures with an intelligence of 3 or higher make a wisdom saving throw against your spell save DC. On a failure, they will see you as a horrifying figure, and the area around them will look bloodied and cold. While a creature is under this affect, you can use a bonus action to cause the illusions to harm them, dealing 5d4 psychic damage. The creature's affected are also afraid of you. On a success, a creature will just take 1d10 psychic damage.

This effect doesn't end for 1 minute.

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