Warlock
Base Class: Warlock

You've made a pact with the spirits: long dead beings of mystical power who influence the world from the ethereal plane, immortalised for their actions during their previous life. It is often rare that a person can convince the spirits to grant them power with words alone. They require proof, seeking out beings who prove themselves worthy, capable or useful in carrying out their . The spirits carry motives depending on who they were before their ascendance to the ethereal plane. The spirit of a dead king may ask you to protect his nation, while a long dead adventurer may ask you to take up his mantle and find out who was responsible for his untimely death, possibly even to avenge it.

Expanded Spell List

The Spirit 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.

Divine Spirit Expanded Spells

SPELL LEVEL

SPELLS

1st

bane, catapult

2nd

silence, levitate

3rd

phantom steed, blink

4th

freedom of movement, arcane eye

5th

telepathic bond, arcane hand

Ethereal Shift

Beginning at level 1, your Spirit Patron has granted you the secrets of using the Ethereal plane to travel short distances unnoticed. As a bonus action you can step into an ethereal rift, teleporting up to 20 feet to an unoccupied space you can see, becoming invisible until the end of your next turn. Using the shift requires somatic components. You can use this feature once per short rest from level 1, twice at level 6 and 3 times at level 16.

Gift of the Spirits

Beginning at level 6, your spirit patron has granted you enhanced abilities. Pick two options from the list below, gaining a third option at level 12

Emissary of Souls

Being familiar with those among the dead, you have learned the secrets of hanging onto life and helping others cheat death. You gain advantage on death saving throws and can use a bonus action to stabilise a dying creature within 15 feet of you. When a creature is stabilised in this way, the creature can roll a d20, adding their constitution modifier to the roll (minimum of 0). If the creature rolls a 10 or higher they regain hitpoints equal to their level plus your charisma modifier. The creature can only benefit from this feature once per long rest, but they can always be stabilised regardless. Additionally, this effect also applies to you whenever you become stabilised.

Ethereal Wayfarer

You can now teleport up to 30 feet when using Ethereal shift. Additionally, you can take up to two willing allies within 5 feet of you when you use Ethereal Shift. 

Gift of the Wraith

You add your Charisma modifier to stealth checks (minimum of 1) and are granted silent movement unless you wish otherwise

Overloading Shift

Ethereal Shift deals 1d6 necrotic damage to creatures of your choice within 5 feet of your destination. The damage increases to 3d6 at level 10 and 4d6 at level 16. When using Ethereal Shift like this, you do not become invisible.

Phantom Agility

You gain a +5 bonus to your movement speed. Your movement no longer provokes opportunity attacks. At level 11, you gain a +10 bonus to your movement speed

Spirit Whispers

You gain the ability to change the sound of your voice at will and can cast spells without the need for verbal components with the exception of ritual spells. Additionally, you can change the origin of your voice to any location within 50 feet of you.

Everlasting Spirit

Beginning at level 10, your spirit patron has granted you a protective blessing against death. When you drop to 0 hitpoints you can instead drop to 1 hitpoint. You can use this ability once per short rest. Additionally, when you land the killing blow on an enemy, you regain one use of ethereal shift.

Spirit Form

At level 14, you can call on your spirit patron to merge with your body for a short time, imbuing it with ethereal power. As an action, you take on a spirit form, gaining the following benefits for 1 minute:

  • You gain a flying speed of 30 ft.
  • You emit an aura in a 20 foot radius. 
  • You and all friendly creatures within the aura regain 2 + 1d4 hit points at the start of their turn.
  • Enemies that enter the aura must succeed on a Wisdom saving throw or become frightened of you for 1 minute. The frightened creature can make the save again at the end of it's turns to end the effect.

The spirit form ends early if you fall unconscious or dismiss it (no action required). Once you have used this feature, you cannot use it again until you complete a long rest.

Previous Versions

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2/26/2020 2:44:22 AM
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