Warlock
Base Class: Warlock

Rather than entering a bargain with a single powerful entity, you are the invoker of the myriad spirits guided under your protection. No soul is rejected by you. To you, the spirits of the dead, are trapped in the ethereal plane, and have little common direction, but have history and power worth preserving. After all, the veil of living and dead can get blurred very easily. 

Expanded Spell List

The Shrine Guardian 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.

Shrine Guardian Expanded Spells

Mystic Sight

Starting at 1st level, you can beseech the spirits to expand your senses. As an action, you can look beyond the visible world. Until the end of your next turn, you can see invisible creatures and into the ethereal plane. You may use this feature a number of times equal to your charisma modifier, and regain all uses after completing a short or long rest.

 

Etherial Guardian Talisman

You can use your action to throw 1 ethereal talisman at a creature you can see within 60 feet. When said creature is targeted by your next attack roll, they forced to make a wisdom saving throw. If they fail, the talisman remains attached to them regardless of the surface. You can destroy the talisman on command to force enemy unit to reroll a saving throw or force the enemy to reroll their attack roll. This talisman lingers for an hour. It can be used only once and be restored after short or long rest. 

Upon lvl 9, you are granted up to 3 ethereal talismans. Thus can be casted 3 times per day.

Level 20, you are granted up to 5 ethereal talismans. Thus this can now be casted 5 times per day. 

 

Spirit Talker

Starting at 6th level, you gain the ability to contact the spirit of a recently deceased creature. You may cast speak with dead on a corpse that has died within the last 24 hours, without using a spell slot. When you cast the spell using this feature, you can compel a hostile creature to answer honestly if it fails a wisdom saving throw against your spell save DC. It uses the statistics it had in life for this saving throw.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Spirits of the Past

Starting from 8th level, you create a ritual to see through the eyes of the spirits in the area to determine its history. After concentrating for at least 1 minute, you receive information concerning about the events of one hour of the past 24 hours that occurred in a space no larger than a 60 foot square centered on you. You regain usage of this feature after finishing a long rest.

Starting at 14th level, you can see 1 hour of events of unfold up to 1 year into the past. And then at 20th level, there is no limit to how far back you can go

Phantom Guardians

Beginning at 10th level, the spirits from whom you draw power watch over you, and warn you of impending danger. You cannot be surprised, and you have advantage on initiative rolls. In addition, each time you finish a short or long rest, choose one of the following wards, which lasts until you complete another rest:

  • Mystic Protection: When you fail a saving throw against a spell or other magical effect, you may reroll it and use the new roll. Once you do so, you must wait until you have re-chosen your ward to do so again.
  • Etheric Shield: You gain a +1 bonus to your armor class.
  • Soulbound Fortitude: You gain temporary hit points equal to your warlock level. These hit points last until the end of your next long or short rest.

Once you bind a specter with this feature, you can’t use the feature again until you finish a long rest.

Etherbound

Starting at 14th level, your connection to the spirits allows you to shift into the ethereal plane, and drag other creatures with you. As an action, you can target a number of creatures up to your charisma modifier that you can see within 30 feet of you. You and each creature that fails a charisma saving throw against your warlock spell save DC shift to the ethereal plane. As long as you maintain concentration (as if you were concentrating on a spell), up to 1 minute, the affected creatures remain in the ethereal plane, though they can move and act as normal. For the same duration, you can see into the ethereal plane, and you can use a bonus action on each of your turns to shift yourself or an affected creature from the ethereal plane to the material plane or vice versa.

Telling Spirits

Starting at 18th level, you notice spirits congregate around traps and magic in the area. You are considered to be permanently under the effects of Detect Magic and Find Traps.

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