[5E Homebrew] Warlock Patron: The Restless Dead (PEACH)

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First Post
I'm interested to see what people think about these - I have a feeling I've erred on the side of 'too powerful / complicated'. I'm trying to develop this for a spooky/vengeful warlock PC in my campaign, and the Sword Coast 'Undying' patron is too much about becoming undead-like.

Obviously inspired by the Shadow Sorcerer from the latest Unearthed Arcana and any number of other Ghost Patron warlock homebrews I've seen on the web, in particular here at ENWorld was inspirational for the Possession ability, though I've modeled mine more on the Monster Manual ghost.


Warlock Patron: The Restless Dead
Not all the dead lie easy. Not all pass beyond to the homes of the gods or the grasp of fiends. Some have unfinished business among the living, business they can no longer complete, but can not bear to leave undone. Others have feelings so strong that they are bound to the world, seeking some final expression of a grief or fury or love that lived beyond death. So they linger, and wander, and wail their grievances and woe to a world which cannot hear them.
Each one alone is not powerful, of course. A restless spirit, disembodied, is in many ways less potent than the average person, but there are so many people dying each day. After enough centuries, thousands of ghosts and restless souls may draw together; after a great calamity, the souls of those who died may act as one. They push at the boundaries between the dead and the living, straining to find someone, anyone, who can hear them and act in their stead.
They do not scheme, or lay elaborate plans, or seek to claim the souls of the living. They merely hunger for that completion they have been denied. And sometimes, they reach out to the living, in blind, inchoate need - the need for the resolution of their thousands of unfulfilled purposes, the assuaging of their tormented souls. To those who answer, they grant power - only a little from each, but the strength of a thousand angry, desperate souls is no small thing. But woe to the warlock who draws of their power and does not fulfill their requirements... for the dead will not be changed from their course.

1st Level: Expanded Spell List.
The following spells are considered warlock spells for you:
1st Level: Inflict Wounds, False Life
2nd Level: Gentle Repose, Blindness/Deafness
3rd Level: Speak With Dead, Animate Dead
4th Level: Phantasmal Killer, Death Ward
5th Level: Destructive Wave (necrotic variant only), Antilife Shell

1st Level: Touched by Unlife.
You learn the chill touch cantrip, which does not count against your cantrips learned. When you deal necrotic damage, ignore any resistance or immunity the target has to necrotic damage. Your hit point maximum cannot be reduced.

6th Level: Vengeful Ghosts.
As a bonus action, you may call forth a vengeful ghost to manifest and assault a target you can see. The ghost appears in an empty space of your choice within 30 feet of you, and has the following attributes:

Vengeful Ghost (Medium undead, neutral)
Str: 7 (-2) Dex: 14 (+2) Con: 12 (+1) Int: 8 (-1) Wis: 12 (+1) Cha: 6 (-2)
Speed: Fly 40 ft. HP: 22 (4d8+4) AC: 14
Damage Resistances: acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from non-magical weapons
Damage Immunities: cold, necrotic, poison
Condition Immunities: charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Challenge 1 (200 XP)

Ethereal. The vengeful ghost may move through objects and creatures as though they were difficult terrain; you take 5 force damage if you end your turn inside a solid object.
Unnering. The vengeful ghost always knows the location and distance of its target. At the start of each of its turns, if its target is hidden from it, it is no longer hidden from the spirit.

Actions:

Rending Claws: Melee weapon attack, range 5 ft., +5 to hit. Hit: 11 (2d8+2) necrotic damage, and the target must succeed on a DC 12 Wisdom saving throw or be frightened until the start of the vengeful ghost’s next turn.

The vengeful ghost rolls initiative as normal. It always moves as close to its target as possible by the most direct route, and may only use its action to attack its target or Dash. It can make opportunity attacks, but only against its target. Additionally, while the spirit is within 5 feet of its target, the target has disadvantage on saving throws against your spells. The spirit vanishes if it or its target is reduced to 0 HP, or after 5 minutes regardless.
You must finish a short or long rest before you use this ability again.

10th Level: Vigilant Spirits.
The whispers of the dead alert you to danger. You cannot be surprised while you are conscious. This ability is always in effect.
In addition, when you are attacked or struck with an effect which requires you to make a Dexterity saving throw, you may impose disadvantage on the attack roll or grant yourself advantage on the saving throw. You must finish a long rest before you use this ability again.

14th Level: Ghostly Possession.
As an action, you may call one of the restless dead to possess a creature. Target a living creature you can see within 30 feet of you. Creatures which are under the effect of a protection from evil and good spell or the equivalent are unaffected; otherwise, if that creature fails a Charisma saving throw with a DC equal to your warlock spellcasting DC, it is temporarily possessed by a ghost allied with you. The ghost uses the creature’s statistics, except that its Intelligence, Wisdom, and Charisma are considered to be 10, it is immune to being charmed and frightened, and it does not gain access to the creature’s knowledge, spellcasting abilities, class effects, or proficiencies. The ghost obeys any command you give, and acts on the creature’s initiative; the creature itself cannot act at all.
Effects such as dispel evil and good end the possession effect, and the ghost is considered to be a CR 4 undead for purposes of effects which turn or command undead; any successful turning attempt ends the possession. At the end of each of its turns, and any time it takes damage, the creature may repeat the saving throw with its original Charisma score. If it succeeds, the effect ends. Otherwise, the effect ends when the creature drops to 0 HP or you dismiss the ghost as a bonus action. Once you use this ability, you cannot use it again until you complete a long rest.


New Warlock Invocations

Pierce the Veil (Prerequisite: 15th level)
As an action, you may become ethereal. While ethereal, you can see into and physically interact with the Ethereal plane and ethereal creatures. You are considered lightly obscured to all non-ethereal creatures, and all non-ethereal creatures and objects are lightly obscured to you. You have resistance to nonmagical bludgeoning, piercing, and slashing damage. You may move through objects and creatures as though they were difficult terrain; you take 5 force damage if you end your turn inside a solid object. This effect ends if you attack, cast a spell, or use a bonus action on your turn to end it. You must finish a short or long rest before you can use this invocation again.

Eyes of the Spirits (Prerequisite: 9th level)
You may cast see invisibility at will, without expending a spell slot.

Deathsight
When you look at a creature, you always know whether they are at 0 HP, if they are still making death saving throws, and how many death saving throws they have failed. You have advantage on Wisdom (Medicine) and Intelligence (Investigation) checks to stabilize a dying creature or determine cause of death.

Exorcist (Prerequisite: 9th level)
You may cast dispel evil and good once using a warlock spell slot. You can’t do so again until you finish a long rest.

Bound Spirit (Prerequisite: Pact of the Chain)
Your familiar manifests as a translucent, ghostly humanoid spirit. This may be a single ghost, or may be a different one each time it manifests; it may even be a spirit which was never alive in the first place. Your familiar has the following statistics:

Ghostly Familiar (Medium undead, neutral)
Armor Class 15 Hit Points 16 (3d8+3) Speed fly 40 ft.
Str: 6 (-2) Dex: 14 (+2) Con: 13 (+1) Int: 10 (+0) Wis: 14 (+2) Cha: 16 (+3)
Skills: Insight +5, Stealth +5, Intimidate +6
Damage Resistances: acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from non-magical weapons
Damage Immunities: cold, necrotic, poison
Condition Immunities: charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses: Darkvision 120 ft., blindsight 30 ft., Passive Perception 12
Languages: Common
Challenge 2 (450 XP)

Intangible. The ghostly familiar may move through objects and creatures as though they were difficult terrain; it takes 5 force damage if it ends its turn inside a solid object. The ghostly familiar must concentrate (as on a spell) to pick up or carry any object, and may only hold one object at a time.
Magic Resistance. The ghostly familiar has advantage on saving throws against spells and other magical effects. When it is within 30 feet of its master, its master shares this quality.
See the Soul. The ghostly familiar has advantage on Wisdom(Insight) checks.

Actions
Invisibility. The ghostly familiar turns invisible to everyone except its master until it attacks or its concentration ends (as if concentrating on a spell.)
Telekinetic Slam. Melee weapon attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6+3) force damage.
Poltergeist Throw. The ghostly familiar targets a creature or object of Medium size or smaller within 5 feet of the familiar.
If the target is an unattended object, the ghostly familiar hurls it up to 30 feet in any direction. The first creature in its path must make a DC 13 Dexterity saving throw or take 5 (2d4) damage.
If the target is an object held by a creature, the ghostly familiar makes a Charisma check contested by the target’s Strength check. If the ghostly familiar wins, the object is wrested from the creature’s hands and hurled up to 30 feet in any direction.
If the target is a creature, the ghostly familiar makes a Charisma check contested by the target’s Strength check. If the ghostly familiar wins, the target is hurled up to 30 feet in any direction, including upwards. If the creature comes into contact with any hard surface, it takes 10 (3d6) damage.

 

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