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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. You have a pool of d6s that you spend to fuel these cool tricks. The number of dice in the pool equals 2 + half your warlock level (minimum of 2).
As a bonus action, you can obscure one creature you can see within 60 feet of you, spending dice from the pool. The creature becomes invisible until the end of their next turn. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). When that creature successfully hits with an attack while invisible in this way, you add the dice you expended to their damage.
Your pool regains all expended dice when you finish a long rest.
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.
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.
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.
Possession Obsession
Starting at 14th level, you nort a boy.
As an action, you can force a humanoid that you can see within 5 feet to make a Charisma saving throw against your warlock spell save DC. On a failed save, they're possessed and you gain the following effects:
- You disappear and share the space of your target.
- You gain control over the body, but don't deprive the target of awareness.
- Whenever you would targeted by any attack, spell, or other effect, except ones that turn undead, the body you possessed is targeted by those effects instead. Any damage that would be dealt to you is dealt to the target you possessed.
- You use the creature's statistics, except you retain your Intelligence, Wisdom, and Charisma. You don't gain access to the target's knowledge, class features, or proficiencies.
- When the target takes damage, they may 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 Dispel Evil and Good. 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.
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