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Warlock Otherworldly

Patron: The Specter


You have been possessed. Your patron is a specter who was
extremely powerful in life but barely remembers their history.
Perhaps they were a powerful wizard, an evil king, or a
master thief. In return for power and gifts from your patron,
you've agreed to allow them to share your body and live
vicariously through you, perhaps with the goal of finding a
new body or taking over yours indefinitely.
Warlocks with a specter patron have intimate relationships
with their patrons. Specters are able to intrude into the
warlock’s every thought and vice versa. Unlike other pacts,
there is no room for dishonesty between a warlock and their
specter patron and every moment is a struggle for control. Expanded Spell List
When creating a warlock with a specter patron, work with
your DM to come up with a history for your patron. Below are The Specter lets you choose from an expanded list of Spells
a few ideas for patrons and their goals that can be used for when you learn a warlock spell. The following Spells are
inspiration. added to the warlock spell list for you.
Specter Patron Table Specter Expanded Spells
D8 Patron Spell Level Spells
1 Your great Grandparent that always hated the rest of 1st fog cloud, inflict wounds
the family. They want to groom their warlock to 2nd enhance ability, warding wind
represent the family well.
3rd blink, spirit guardians
2 A thug that made a fortune mugging rich people with
a cursed dagger. They want to find their dagger and 4th death ward, phantasmal killer
return to their violent ways.
5th animate objects, skill empowerment
3 The ruler of a forgotten kingdom. They want to
rediscover their lost land and return it to its former
glory. Paranormal Heirloom
4 A mad scientist that conducted alchemical At 1st, your patron has given you a personal heirloom. Using
experiments on themself. They want to continue their the item, you can channel The Specter's power and peek into
experiments on their warlock. their previous life. This item can be anything, but some
5 A powerful Wizard that had a particular interest in examples include a tattered cowl, a broken mirror, or a
Necromancy. They want to craft a perfect body for tarnished locket.
themself out of the corpses of others. Choose two skills. As long as you are in possession of the
6 The High Inquisitor of a dead religion. They want to
heirloom, you are considered proficient in the chosen skills.
reignite worship for their deity by converting Additionally, you can cast speak with dead as a ritual. When
nonbelievers and smiting heretics. you cast speak with dead in this way, you gain one of the
target's skill or tool proficiencies that it had before it died
7 An aristocrat who collected occult and cursed jewelry.
They want to get revenge on the person who sold
until you complete a long rest. When you gain a new
them the cursed necklace that killed them. proficiency by speaking with the dead, lose any proficiencies
previously gained in this way.
8 A disgraced knight who turned to dark magic to regain Once you cast speak with dead using this feature, you can’t
their honor. They want to bring glory back to their
family name.
do so again until you finish a short or long rest.
Aid from Beyond Ghostly Procession
Prerequisite: 5th Level
At 1st level, you learn the guidance cantrip. It counts as a You can cast phantom steed as a ritual. When you do, you can
warlock cantrip for you, but it doesn't count against your create a number of horse-like creatures equal to your
number of cantrips known. Additionally, you learn one charisma modifier instead of only 1, you can select a rider for
language of your choice. each creature created in this way.
Terrorize Specter's Legacy
At 6th level, your patron can phase out of your body to Prerequisite: The Specter patron
frighten those around you. As long as a creature is within 5 Your proficiency bonus is doubled for any ability check you
feet of you, you can use your reaction to cause each creature make that uses either of the proficiencies you permanently
of your choice within 5 feet of you to make a Wisdom saving gained from the paranormal heirloom feature.
throw against your spell save DC. On a failed save, each
target becomes frightened of you until the end of its next Spectral Guardian
turn, and must immediately use its reaction, if available, to Prerequisite: 7th, The Specter patron
move as far as its speed allows away from you. The creature You can cast Guardian of Faith once without using a warlock
doesn’t move into obviously dangerous ground, such as a fire spell slot. You can’t do so again until you finish a long rest.
or a pit. When Guardian of faith is cast in this way it appears as a
Once you use this feature, you can’t use it again until you large phantom and deals necrotic damage instead of radiant
finish a short or long rest. damage.

Incorporeal Form
At 10th level, you can use a bonus action to become
incorporeal for 1 minute. While incorporeal you have
resistance to non-magical damage and can move through
objects and creatures as though they were difficult terrain. If
you occupy the same spot as a solid object or creature at the
end of your turn, you are immediately shunted to the nearest
unoccupied space that you can occupy and take 1d10 force
damage.
Once you use this feature, you can’t use it again until you
finish a short or long rest.
Unwilling Host
At 14th level, as an action, you can send your patron to
possess target creature within 30 feet of you. The target must
make a charisma save against your spell save DC. On a failed
save, the target becomes incapacitated and loses control of
its body. You now control the target and can choose the
actions it takes. The target is not denied awareness. While
you are in control of a target, you lose the Terrorize ability,
and the target gains the Terrorize ability. The target can
repeat the saving throw if it takes damage, or is ordered to
take an action that would cause it direct harm. This effect
ends on a successful save or after 10 minutes.
Once you use this feature, you can’t use it again until you
finish a short or long rest.
Invocations
Affinity for the Dead
Prerequisite: 5th Level
Your control of the dead is unmatched. When you cast speak
with dead, you understand the target, even if they do not
share a language with you. The target is compelled to give
you truthful answers.
Additionally, you can cast animate dead once using a
warlock spell slot. You can't do so again until you finish a long
rest.
Ghostly Familiar
The following option is a new familiar option for a warlock
that chooses the Pact of the Chain pact boon. If you choose
this option, you may choose undead as it's creature type.

Wisp
Tiny undead, any alignment

Armor Class 12
Hit Points 7 (3d4)
Speed 0 ft., fly 40 ft. It can hover.

STR DEX CON INT WIS CHA


4 (-3) 15 (+2) 10 (0) 11 (0) 13 (+1) 16 (+3)

Skills Perception +4, Stealth + 5


Damage Resistances acid, fire, lightning, thunder;
bludgeoning, piercing, And slashing from
nonmagical weapons
Damage Immunities cold, necrotic, poison
Condition Immunities Charmed, Exhaustion,
Frightened, Grappled, Paralyzed, Petrified,
Poisoned, Prone, Restrained
Senses Darkvision 60 ft., passive Perception 14
Languages Common
Challenge 1 (200 XP)

Incorporeal Movement. The wisp can move through


other creatures and objects as if they were Art Attribution
difficult terrain. It takes 5 (1d10) force damage if
it ends its turn inside an object. Image 1: Windswept
Actions Image 2: Jennivene
Image 3: Craig J Spearing
Withering Touch. Melee Weapon Attack: +5 to hit, Image 4: Brave
reach 5 ft., one target. Hit: 6 (2d4 + 1) necrotic
damage.
Etherealness. The wisp enters the Ethereal Plane
from the Material Plane, or vice versa. It is visible
on the Material Plane while it is in the Border
Ethereal, and vice versa, yet it can't affect or be
affected by anything on the other plane. While in
the ethereal plane, the wisp's speed becomes 0,
and it can’t benefit from any bonus to its speed.

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