Ghost Pact Warlock

Farland

Explorer
You have made a pact with an ancient and powerful ghost, a being whose aims are mysterious but who has unfinished business with the living. The ghost's motivations are personal, and it won't directly reveal them to you, but ultimately it hopes to use you to complete the unresolved task from its life. The only ghosts strong enough to forge a pact with a warlock are those who were particularly powerful when they were alive. You may be in league with a long-dead arch-mage, a powerful deceased cleric, a mighty fighter who fell in a battle of yore, or perhaps another warlock who died in service to her own pact.

Ghost Expanded Spells
1st False Life, Fog Cloud
2nd Gust of Wind, See Invisibility
3rd Animate Dead, Feign Death
4th Confusion, Phantasmal Killer
5th Dream, Telekinesis

Ghostly Resistance

Starting at 1st level, your patron grants you some of its undead resistance. When you are hit by an attack that does acid, cold, fire, lightning, necrotic, poison, or thunder damage, you can use your reaction to grant yourself resistance to that type of damage until the end of your next turn, including against the triggering attack. You cannot use your ghostly resistance again until you complete a short rest.

Ghostly Movement
Starting at 6th level, you gain the ability to become ghost-like. As a bonus action, you take on a ghostly form: until the start of your next turn, you can move through creatures and objects as if they were difficult terrain, and your movement does not provoke opportunity attacks. You take 1d10 force damage and are shunted into the nearest unoccupied space if you end your movement inside an object. You cannot use your ghostly movement again until you complete a short or long rest.

Terrifying Visage
Starting at 10th level, as an action, you can take on the terrifying visage of your patron. Each non-undead enemy within 60 feet of you and that can see you must make a Wisdom saving throw against your warlock spell save DC or be frightened of you for 1 minute. If a creature fails the save by 5 or more, it is paralyzed for 1 minute as well. A frightened or paralyzed target can repeat the saving throw at the end of each of its turns, ending both conditions on a success. If a target's saving throw is successful or either effect ends for it, the target is immune to your terrifying visage for the next 24 hours. You cannot use your terrifying visage again until you complete a long rest.

Possession
Starting at 14th level, you are able to possess and control a creature. As an action, you can cast the spell Dominate Person without using components. If you successfully dominate your target, you can choose to turn invisible simultaneously. You remain invisible until you no longer dominate the target, until you attack or cast a spell, or until you choose to turn visible. You can't use your possession ability again until you complete a long rest.


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Give me your thoughts on this please.
 
Last edited:

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Redthistle

Explorer
Supporter
Once again, you've offered up a fine option. The level features all fit well with the theme of the pact.

Thank you, Mr. McFarland.

RT
 




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