The Spirit

Your patron is a spectral undead spirit. Perhaps the soul of an immensely powerful creature in its life or one that gained power after its mortal demise, has reached beyond the veil to have you fulfil its corporeal wishes in exchange for power of your own. Or perhaps it has begun to leech off of you as a host body, allowing you to gain some of its power.    

Expanded Spell List

At 1st level 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:

Spell Level Spells
1st catapult, false life
2nd blur, see invisibility
3rd phantom steed, spirit guardians
4th greater invisibility, phantasmal killer
5th raise dead, telekinesis

Ghastly Aspect

Starting at 1st level, you can contort your face into a horrifying sight from beyond the grave. As an action, you can cause a creature within a 10 feet of you to make a Wisdom saving throw against your warlock spell save DC. On a failure, it is frightened by you for 1 minute. If the save fails by 5 or more, the target also ages 1d4 x 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. Each time the creature finishes a long rest, the aging effect is reversed by one year.   You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.    

Persistence of Magic

Additionally at 1st level, the spirit fortifies your own blood with its ectoplasmic essence. You gain an additional +2 to your HP every time you level up. This bonus also applies retroactively. However, due to this, healing potions will not have any effect on you. Only healing spells and other magical enchantments can restore your HP.    

Ethereal Defence

At 6th level you can become momentarily intangible. As a reaction to being attacked, you become immune to the grappled condition, and resistant to bludgeoning, piercing, and slashing from nonmagical attacks until the end of your next turn. 

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.    

Spectral Flight

At 10th level, you gain a flying speed equal to your walking speed and the ability to hover.    

Possession

When your reach 14th level, your patron can attempt to possess a creature. As an action, you may have a creature within 5 feet of you make a Charisma saving throw against your warlock spell save DC. On a failure, it becomes possessed and is incapacitated and loses control of its body for 1 minute. As an action, you can command the creature to act as you wish which it will do on its following turn. It may remake this saving throw each time it takes damage and at the end of its turn if it spent its turn following a command of yours.   Once you use this feature, you cannot use it again until you finish a long rest.
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