Warlock: The Geist Patron by Therin Creative

by Therin

Search GM Binder Visit User Profile

The Geist

The Geist warlock has contracted with a member of the vengeful dead such as a banshee or a yurei. Such an accord has left the warlock as a nexus of miserable and haunted energies. While a warlock of this pact may have one foot in the grave, it has a zeal for life as it is aware of the tortures that await its soul.

This Otherworldly Patron is part of the Psychic and Spiritual Handbook (available at https://www.dmsguild.com/product/437790/Psychic-and-Spiritual-Handbook

The Geist Features
Warlock Level Feature
1st Expanded Spell List, Haunted
6th Horror Font
10th From Beyond the Grave
14th Reach of Despair

Expanded Spell List

1st-level Geist feature

The Geist 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.

Geist Expanded Spells
Spell Level Spell
1st bane, ray of sickness
2nd pass without trace, phantasmal force
3rd bestow curse, speak with dead
4th death ward, phantasmal killer
5th animate objects, telekinesis

Haunted

1st-level Geist feature

Malice and dread surround your presence. Whenever a creature within 30 feet of you makes an opposed Wisdom or Charisma check against you, it has disadvantage.

In addition, you gain a +2 bonus on your spell attack modifier and spell save DC against a creature that has the frightened or unsettled condition. Starting at 6th level, the spiritfont you call with your Horror Font feature also gains this bonus.

Horror Font

6th-level Geist feature

As an action you call forth negative spiritual energy, creating a spiritfont haunting that is a 20-foot radius sphere centered on you. The radius increases by 5 feet when you reach 10th (25 feet) and 14th level (30 feet).

The spiritfont has an Intensity equal to your Charisma score and uses your proficiency bonus. It is hostile to other creatures, except those you choose when you call it forth. The spiritfont remains for 1 hour, until it rendered dormant, you dismiss it with an action, or you die.

When you call forth the spiritfont, you determine its appearance such as if it’s shadowed or smells foul. You also decide which type it is, choosing from the options on the Hauntings table. Each creature that enters the spiritfont’s area the first time on a turn or which starts its turn there must succeed on a Wisdom saving throw against your spell save DC or become unsettled until it ends its turn outside of the spiritfont. In addition, on each of your turns, you can take a bonus action to cause the haunting to evoke a hostility.

Hauntings
Haunting Hostility
Forceful The spiritfont batters one creature or object within it. A creature must make a Dexterity saving throw. On a failed save, it takes 1d8 + your proficiency bonus bludgeoning damage, is pushed 5 feet away from you, and is knocked prone. It can hold shut a door, window, or similar portal instead, slamming it shut if it is open. A portal held this way can’t be forced open unless a creature uses its action and succeeds on a Strength check against your spell save DC.
Noxious The spiritfont sickens one creature within it. The creature must succeed on a Constitution saving throw or become poisoned until it ends its turn outside of the spiritfont. If the creature is already poisoned, it takes 1d8 + your proficiency bonus poison damage and becomes incapacitated until the end of its next turn on a failed save.
Spectral The spiritfont ensnares a creature within it. The creature must succeed on a Strength saving throw or become restrained. A restrained creature can use its action to repeat the saving throw. A creature already restrained this way takes 1d8 + your proficiency bonus necrotic damage on a failed save, and you regain hit points equal to your proficiency bonus.

 After you call forth the spiritfont, you can’t do so again until you finish a short or long rest or expend a spell slot of 3rd level or higher to use it again.

From Beyond the Grave

10th-level Geist feature

When you start your turn below your hit point maximum, you can become incorporeal for 1 minute, granting you resistance to nonmagical bludgeoning, piercing, and slashing damage. In addition, you can move through other creatures and objects as if they were difficult terrain and can end your turn there. If you are in the same space as a creature or object when this feature’s effects end, you are moved to the nearest unoccupied space without harm.

You can use this feature a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest.

Reach of Despair

14th-level Geist feature

Misery congeals around you. At the start of each of your turns, each unsettled creature within 15 feet of you must succeed on a Charisma saving throw against your spell save DC or become frightened of you until it ends its turn at least 60 feet away from you.

© Therin Creative; last revision: 22 July, 2022

Submit feedback at therincreative.com