Base Class: Warlock
For some reason, this entity has taken interest in you, be it in a lust for power over beings like it, or to deal with an unsolved grudge that it can't rectify. Regardless, it may ask for odd or specific favours and tasks, and it expects you to follow them immediately. Ghosts, for beings that have spent centuries imprisoned in the mortal realm, are impatient beings.
Expanded Spell List
The Eidolon 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.
Hexblade Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | detect evil and good, protection from evil and good |
| 2nd | augury, gentle repose |
| 3rd | speak with dead, [Tooltip Not Found] |
| 4th | faithful hound, private sanctum |
| 5th | dispel evil and good, hallow |
Spectral Mark
Starting at 1st level, you gain the ability to place a ghostly curse on someone. As a bonus action, choose one creature you can perceive within 30 feet of you. The target is marked for 1 minute. The mark ends early if the target dies, you die, or you are incapacitated. Until the mark ends, you gain the following benefits:
- The marked target has disadvantage on Wisdom saving throws against your warlock spells.
- You always know the location of your target as long as it is within 1 mile of you. Being obscured does not provide any benefit for them, and ability checks made to track them are made with advantage.
- If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).
You can’t use this feature again until you finish a short or long rest.
Ward From Death
At 1st level, you walk the line between the realm of ghosts and the realm of the living. You gain proficiency in death saving throws, and you have resistance against necrotic damage.
Chained Soul
Starting at 6th level, you can curse the soul of a person you slay, temporarily binding it to your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter, the statistics for which are in the Monster Manual. When the specter appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0).
The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife.
Once you bind a specter with this feature, you can’t use the feature again until you finish a long rest.
Ghostly Mantle
At 10th level, you grow more spectral in appearance, giving you the following benefits:
- You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
- Undead have disadvantage on attack rolls against you, and you have advantage on dexterity saving throws against spells and abilities of undead.
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Rather than walking, you gain the ability to glide one foot above the ground, allowing you to pass over difficult terrain that does not rise above that height without taking a movement penalty, and allowing you to move over liquid surfaces as if they were solid ground.
Additionally, while floating, you do not trigger any non-magical traps activated by floor-based mechanisms such as pressure plates. Otherwise, you move normally, as if you were walking. You can choose to activate or deactivate this ability at will, though it will disable immediately if no solid ground is within 1 foot beneath you. You cannot prevent fall damage through floating.
Phantasmal Dominion
Starting at 14th level, you become a paragon of spectral power. Instead of limiting your Chained Soul feature to only once per long rest, you can use it an amount of times equal to your Charisma Modifier. Additionally, you can have an amount active of Chained Souls equal to your Charisma modifier. Finally, if an undead damages you with an attack or spell, you can use your reaction to force it to make a Wisdom saving throw against your Spell Save DC. On a failed save, you take no damage, and it takes psychic damage equal to your Charisma Modifier + your Proficiency Bonus, and becomes frightened of you until the end of your next turn. On a successful save, you take no damage, but the attacker does not take any damage and isn't frightened.
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