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 Phantom is a powerful spirit who's soul refused to pass into the afterlife.
A warlock's pact with the Phantom 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 Phantom is often a mutual transaction. The warlock is offered power and knowledge in exchange for carrying out the Phantom’s final will. A Phantom's intent may be revenge or destruction, but could be as innocuous as just seeing the last of their bloodline live a safe and happy life.
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 Phantom grows stronger. At times of intense emotion or after completing an exhausting feat, the warlock may even struggle to maintain their grip on the Physical World, temporarily becoming less corporeal as they are tugged closer to the Spirit World.
As a result of their pact, a warlock is expected to carry out the Phantom's will under almost any means necessary, regardless of their alignment. Refusal or opposition of the Phantom's commands could have intense consequences for the warlock.
Expanded Spell List
The Phantom 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.
Phantom Expanded Spells
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Wraith Form
At 1st level you gain a number of charges to cast the ability Wraith Form. When you spend a charge, you may Dodge or Disengage as a bonus action; assuming a misty, incorporeal form until the start of your next turn. During this time you can pass through creatures and move through non-magical difficult terrain without expanding any additional movement.
Your number of Wraith Form charges is equal to your Charisma modifier (minimum 1) and all expended charges are regained after a short or long rest.
Ghastly Preclude
Wraith Form now makes you fully incorporeal. During Wraith Form you may now move through non-magical objects and surfaces as if they were difficult terrain. All of your equipment and any items you are carrying become incorporeal along with you and you can end this effect at any time. If you end your turn or stop being incorporeal inside an occupied space, you are immediately moved to the nearest unoccupied space and suffer 1d10 force damage for every 5 feet traveled.
One Foot in the Grave
At 10th level you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks and advantage on death saving throws.
Additionally, you can cast etherealness as a reaction or bonus action without expending a spell slot. If etherealness is cast as a reaction, the spell can last up to one minute and be cancelled at any time. If it is cast as a bonus action, the spell ends at the end of your current turn.
Once you use this feature, you can't use it again until you finish a long rest.
Possession
Starting at 14th level, you gain the ability to cast Possession on a target.
One humanoid that you can see within 30 feet must make a Wisdom saving throw or else become possessed. You then disappear, the target is Incapacitated and loses control of its body. You now control the targets body but do not deprive the target of awareness.
During Possession you use the possessed target's statistics, but do not gain access to the targets Class Features, or proficiencies. Additionally, you cannot be target by any attack, spell, or other effect, except ones that turn Undead.
The possession lasts until the body drops to 0 Hit Points, it is ended as a bonus action, or you are forced out by an effect like the Dispel Evil and Good spell. When the possession ends, you reappear into an unoccupied space within 5 ft. of the body. The target is immune to Possession for 24 hours after the possession ends.
After using Possession, you cannot use it again until you finish a long rest.
Eldritch Invocations
Insidious Presence:
Prerequisite: the Phantom Patron
Wraith Form deals necrotic damage equal to your Warlock level to each creature you pass through.
Life Beyond Death:
Prerequisite: the Phantom Patron
You can use Wraith Form even when you have zero charges, but suffer one point of exhaustion each time you do so.
Gravewalker:
Prerequisite: the Phantom Patron
You no longer require food and can hold your breath indefinitely.
Haunting Specter:
Prerequisite: 7th level, the Phantom Patron
During Wraith Form you have a flying speed of 20 feet.
Soul Reaper:
Prerequisite: the Phantom Patron, Pact of the Blade feature
You can create a Scythe made of black wood and silver blade with +2 slashing damage using your Pact of the Blade feature. If you reduce a target to 0 hit points with this scythe you immediately regain a charge of Wraith Form. When you hit a creature with this weapon, you can expend a spell slot to deal an additional 2d8 damage to the target per spell level and reduce it's speed to 10 feet until the end of it's next turn.
Looming Apparition:
Prerequisite: the Phantom Patron, Pact of the Shroud feature
During Wraith Form you are nearly invisible, providing a +10 bonus to Dexterity (Stealth) checks and +1 AC while you are wearing your shroud.
Pact of the Shroud
You can use your action to create a shroud, cloak, veil, shawl, or cape over your shoulders - its appearance and material based on your patron. While wearing the shroud and no other armor, your Armor Class equals 12 + your Charisma modifier.
Each time you conjure your shroud, chose from one of the following damage types: Acid, Cold, Fire, Lightning, Necrotic, Poison, Radiant, Thunder. While wearing your shroud, you have resistance to the chosen damage type.
Your pact shroud disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the shroud (no action required), or if you die.
You can transform one magic cloak, cape, or robe item, such as the Cloak of Invisibility or Robe of Stars into your shroud by performing a special ritual while you hold the magic item. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. You can then dismiss the magic item, shunting it into an extradimensional space, and it appears whenever you create your shroud thereafter. The item ceases being your shroud if you die, if you perform the 1-hour ritual on a different magic item, or if you use a 1-hour ritual to break your bond to it. The magic item appears at your feet if it is in the extradimensional space when the bond breaks.
Eldritch Invocations
Witching Grasp
Prerequisite: Pact of the Shroud
Your damaging cantrips can be used as a melee spell attack. If the spell hits, it provides temporary hit points equal to your Warlock level until the start of your next turn.
Thief's Respite
Prerequisite: Pact of the Shroud
You gain proficiency in the Stealth and Sleight of Hand skills, if you did not have them already. You can choose the form your shroud takes each time you create it - including it's shape, size, thickness, and color; within reasonable limits.
Guided Descent
Prerequisite: 5th level, Pact of the Shroud
As long as you are wearing the shroud, you are under the effects of feather fall.
Spectral Protection
Prerequisite: 5th level, Pact of the Shroud
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll.
Death Shroud
Prerequisite: 7th level, Pact of the Shroud
You regain all hit points after a short rest if you are wearing your shroud and not focusing on another specific task, but can no longer benefit from Hit Dice.
Spectral Assault
Prerequisite: 9th level, Pact of the Shroud
When you cast a spell or use the Attack action on your turn, you can use a bonus action to try and use your shroud to shove a creature within 5 feet of you. Instead of a Strength (Athletics) check, use your spell casting modifier as a substitute.
Ward of Eidolon
Prerequisite: 12th level, Pact of the Shroud
If you are wearing your shroud and hit by a spell or attack, you can use Ward of Eidolon to instead cause it to miss entirely.
You cannot do so again until you complete a long rest.
Vanishing Act
Prerequisite: 15th level, Pact of the Shroud
While you are wearing your shroud, you can cast Misty Step as an action, at will, without expending a spell slot.
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