Base Class: Warlock
Your patron is a powerful being of the Ethereal Plane.
You have gained the favor of an eternal spirit of the ethereal plane. Your pact with that eternal being allows you to grow closer to the truest from of immortality.
Being connected to such a being can cause your connection to the material plane to loosen. You might begin to faze through objects or shift into the ethereal plane. Your soul might begin to grow unfazed to harsh climates as you grow more neutral and calm to the things around you.
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.
Spirit Expanded Spells
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1st |
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2nd |
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3rd |
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4th |
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5th |
Spiritual Instincts
Starting at 1st level you gain the Spirit Claws cantrip. Additionally you can sense the presence of ones spirit within 15 feet of you allowing you to know where someone is within range as long as they have a spirit. You don’t need to possess any other senses for this to work. This cannot be mitigated if they are on the same plane as you.
Form of Spirits
You can take on a Spirit Form. The form uses the Spirit Form stat block below. While in this form you can cast cantrips with a range of self. If you drop to 0 hit points while in this form you revert back to your original form and take any additional damage left.
Spirit Form
Huge Celestial Beast
Armor Class. 13 + Your spell slot level (natural armor) + If you had mage armor cast before changing forms +1 (magic armor)
Hit Points. equals the forms Constitution modifier + your spellcasting ability modifier + ten times your level
Speed. 45 ft., climb 35 ft.
Condition Immunities. Blinded, Frightened, Prone
Senses. True Sight 30 ft., Darkvision 100 ft., passive Perception 16
Languages. Your known languages, telepathy 60 ft., cannot use mouth to speak.
Magic Resistance. You have advantage on saving throws against spells and other magical effects.
Spirit mark. Upon dealing damage to a target a spirit mark is placed on them till the end of your next turn. Damaging a marked target with a melee attack deals half the damage as bonus psychic damage and you heal for that amount.
Spirit bells. At the start of your form all creatures within 5-ft. of you are feared till the end of their next turn.
Actions
Multiattack. you make a number of attacks equal to half the forms Dexterity modifier (rounded down).
Bite. Melee Weapon Attack: + Your spell slot level to hit, reach 5 ft., one target. Hit: 1d10 for every one of your spell slot levels + your casting modifier piercing damage. Bite cannot be used as part of a multi attack.
Spirit Claws. Melee Weapon Attack: + your spell slot level to hit, reach 5 ft., one target. Hit: 1d8 + your casting modifier + your spell slot level psychic damage.
Ethereal Frost. Ranged Spell Attack: + Your spell slot level to hit, range 150 ft., 5 ft radius. Hit: 1d6 for every one of your of your spell slot levels + 1d6 + your casting modifier + Your spell slot level ice damage to all creatures in the beams path. If the beam passes through an object or wall the damage from then on changes to psychic damage.
Spirits Favor
Your patron has granted you a title to help Increase you strength and set you on your path. Select one of the 5 traits below. These traits cannot be used while in Spirit Form
You gain one trait at levels 6, 10, and 13.
Guardian
A Guardian protects those around them.
AC +2
Herald
Heralds sacrifice themselves to help others realize what is to come.
As a bonus action take 1d6 psychic damage and apply a Spirit Mark on a target within 15ft.
Leader
Leaders help shape the course of a fight.
When you deal damage to a target the next attack or spell on that target by an ally is rolled with advantage.
Protector
Protectors Fight before others have to.
Additional action per round
Wanderer
A wanderer is adept at moving around while exhausting the least amount of stamina.
Movement +10ft
Calling of Eternity
While in you Spirit Form, as an action, you can cause each creature in a 15-ft. cube from you to make a WIS saving throw or become frightened of you until the end of your next turn. This feature can be used once per form.
Additionally your patron grants you the ability to manifest your spirit as a familial beast to help aid you on you journey. This Familiar gains all benefits of a familiar. If you have Pact of the Chain the familiar also gains all benefits you would gain through it. The familiar uses the Spirit Beast stat block below. The beast shares the same initiative as you and it goes directly before or after you. If the beast drops to 0 hit points it disappears and you take all excess damage.
If you switch into your Spirit Form the beast will disappear and you will take the beasts place if it is within 100ft of you. Leaving your Spirit Form will cause the beast to reappear from you onto an open square within 5ft of you with full hit points.
Spirit Beast
Medium Celestial Beast, Neutral
Armor Class 11 + half your dexterity modifier + your spell slot level (natural armor)
Hit Points equal the beast's Constitution modifier + half your Constitution modifier rounded down + your spellcasting ability modifier + 5 times your level
Speed 40 ft., climb 30 ft.
Senses. Darkvision 60 ft., True sight 20 ft., Passive Perception 13
Languages. Understands the languages you speak, Can speak with you telepathically in simple sentences within 100 + 10 times your level ft of you.
Resistances. Non magical weapon attacks, Psychic damage
Keen Hearing and Smell. The beast has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Spirit mark. Upon dealing damage to a target a spirit mark is placed on them till the end of your next turn. Damaging a marked target with a melee attack deals half the damage as bonus psychic damage and you heal for that amount.
Pack Tactics. The beast has advantage on an attack roll against a creature if at least one of the beast’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Actions
Ethereal Shift. The beast enters the ethereal plane and moves up to 60 ft in any direction. While in the ethereal plane the beast can pass through objects, If the beast ends it’s shift inside an object it is pushed to the nearest open space.
Multiattack. The beast makes a number of attacks equal to half your dexterity modifier (rounded up).
Maul. Melee Weapon Attack: + Your wisdom modifier to hit, reach 5 ft., one target. Hit: piercing damage based on your level 6 (1d8) 9 (2d8) 12 (3d8) 15 (4d8) 18 (5d8)
Spirit Chains. Ranged Spell Attack: + Your spell slot level to hit, range 5 ft. for every +1 to your charisma modifier in a cone, Hit: 1d4 for every one of your of your spell slot levels + 1d4 + your casting modifier + Your spell slot level ice damage to all creatures in the cones path.Those hit must make a wisdom saving throw against your spell dc. On success: They take the damage. On failure: They take half the damage as bonus Psychic damage and chains wrap around their spirit grappling them till they succeed on a wisdom saving throw against your spell dc (They will take the bonus damage every time they fail on the save till they succeed). Once the chains are broken they become immune to being grappled in this way for 24 hours and will only take the bonus damage on a failed save.
Beyond the Boundaries
Beginning at 10th level, your patron grants you access to beyond the veil of life temporarily. The amount of times you can change into Your Spirit Form are Doubled. When you take damage as a reaction you can go into the ethereal plane and move up to 15 ft in any direction (this can be used in and outside of your Spirit Form).
Additionally once per long rest if you are dropped to 0 hit points as a reaction you can regain hit points equal to your level + your spell casting modifier + your constitution modifier and switch into your Spirit Form (Shifting in this way does not use one of your shifting uses).
Eternal Spirit
Starting at 14th level,You have become one with your spirit. You no longer ages, Your Spirit form is now you base form and using you shifts turns you into your original form for up to 4 hours and you can shift into the ethereal plane at will with 1 minute of concentrating. You gain immunity to Psychic damage and you grow resistant to non magical weapon attacks. In and outside of your Spirit Form
Additionally you gain these benefits while in spirit form.
- You can now cast spells and cantrips as you normally would in your original form.
- If your strength stat is higher than the your forms use that stat instead.
- The damage dealt from ethereal Frost is doubled if the damage is psychic damage.
- When dealing psychic damage psychic resistance is negated and psychic immunity is treated as psychic resistance.
- All features that apply only to your original form now apply to your Spirit Form.
Previous Versions
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