The Phantom
You have made a pact with a long dead spirit, held
to this plane by their rusted chains. These beings
may wish for vengeance, peace, or they may simply
just not want to pass on.
Spirits capable of forming a pact with you include
your murdered father urging you to seek the crown,
a pompous elven noble who sought true immortality,
and any number of prominent historical figures
in your campaign setting.
Expanded Spell List
The Phantom 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.
Phantom Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | Dissonant Whispers, Sanctuary |
| 2nd | Blindness/Deafness, Phantasmal Force |
| 3rd | Life Transference, Blink |
| 4th | Phantasmal Killer, Greater Invisibility |
| 5th | Telekinesis, Dominate Person |
A Touch of Spirits
Starting at 1st level, you learn the Thaumaturgy cantrip. It counts as warlock cantrip for you, but it doesn’t count against your number of cantrips known. You can see 30 feet into the Ethereal Plane when you are on The Material Plane, and vice versa
Additionally, you also gain proficiency in History and you learn one language of your choice.
Praise the Phase
At 1st level, you learn very cool ghost tricks. Whenever you cast a spell of 1st level or higher, you become invisible until the beginning of your next turn.
Ethereal Material
At 6th level, you take a trip down to ghost town. As a bonus action, you can cast the etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn.
Once you use this feature, you can't use it again until you finish a short or long rest.
Intangibility Nobility
Starting at 10th level, you're a ghost, boy.
You gain resistance to necrotic damage, become immune to disease, and no longer need to eat, drink, or breathe.
Additionally, you can use a bonus action to turn intangible. You gain the ability to move through creatures as if they were difficult terrain until the end of your turn. Creatures you pass through lose their reaction as soon as you enter their space. If you end your turn inside a creature, you take 5 force damage and are immediately shunted to the nearest unoccupied space that you can occupy.
Ethereal Sight
While this doesn't allow you to see through illusions or creatures using the Invisibility spell, it does let you see ghosts, and it also lets you see potentially dangerous areas, as they're likely to be teeming with the spirits of those who died there.
Possession Obsession
Starting at 14th level, you nort a boy.
As an action, you can force one humanoid that you can see within 5 feet of you to make a Charisma saving throw or be possessed; you disappear, and the target is incapacitated and loses control of its body. You now control the body but don't deprive the target of awareness. You can't be targeted by any attack, spell, or other effect, except ones that turn undead, and you retains your alignment, Intelligence, Wisdom, and Charisma. You otherwise use the possessed target's statistics, but don't gain access to the target's knowledge, class features, or proficiencies. When the target takes damage, they can make another saving throw, ending the effect on a success.
The possession lasts until the body drops unconscious, you end it as a bonus action, or you are turned or forced out by an effect like the Dispel Evil and Good spell. When the possession ends, you reappear in an unoccupied space within 5 feet of the body. The target is immune to this feature for 24 hours after succeeding on the saving throw or after the possession ends.
Once you use this feature, you can’t use it again until you finish a long rest.
Version 1.8, Art by Jason A. Eagle, "Bygone Bishop"