Otherworldly Patron: Spirit
You patron is not a single spirit but rather a collection of many spirits who constantly harass you to fulfill things they no longer can. Some have been dead for eons, growing in power and building influence, while others may be recently deceased, still having a sense of urgency. The relative morality of the quests these spirts offer varies greatly with some wanting brutal murder or an amplication of their powers, and others simply wanting to say goodbye to a loved one.
Expanded Spell List
| Warlock Level | Spells |
|---|---|
| 3 | Bane, Dissonant Whispers |
| 5 | Blindness/Deafness, Phantasmal Force |
| 9 | Phantom Steed, Spirit Guardians |
| 13 | Confusion, Mordenkainen’s Faithful Hound |
| 17 | Contagion, Hallow |
Haunted
When you choose this patron at 1st level you gain the ability to communicate with spirits across the boundary of the ethereal plane even if you do not share a language. The cumulative will and hope of these spirits is the source of your power, aiding all of them is impossible but helping some is a necessity. It is rare for you to only have one spirit asking for things at a time, rather you are more likely to be followed constantly by a procession of ethereal beings begging for your attention and hoping for you to avenge their deaths, find lost trinkets, or just bring messages to their loved ones. Some of these spirits might not even be humanoid.
A minority of these spirits are more powerful than the others and can interact with the world. Their requests are often more involved and more dangerous to decline. If angered by your refusal to help them, these spirits might haunt you and your friends, hindering you whenever possible or simply distracting you at the most inopportune times.
Spirit Sight
In addition to being able to speak with ghosts at 1st level you also gain the ability to see them and the lives the once led. You can see into the ethereal plane a number of feet equal to 5 x your Warlock level. Within this range you see not only ghosts and spirits, but also ghostly reconstructions of buildings that once stood. There might be many spirits occupying these ruins as they continue the routines they once had in life. Many of them may be completely content with this.
Command Spirits
When you reach 6th level you learn how to assert your control over the spirits that follow you and use them to your advantage. As an action you may choose a number of creatures within 60 feet of you equal to your proficiency bonus. The chosen creatures become haunted and must make a Charisma saving throw at the start of each of their turns so long as the effect lasts. On a failure the haunted creature is frighted by you until the start of their next turn. On a success, the haunted creature is distracted slightly and subtracts 1d4 from all attack rolls and ability checks they make until the start of their next turn.
You may use your action on future turns to sustain this effect up to 10 minutes. Once you use this feature you cannot use it again until you complete a short or long rest.


Art Credit: GabrielBStiernstrom
Spirit Step
Starting at 10th level you have the ability to move quickly through ethereal plane. As a bonus action on your turn, you fade like mist into the ethereal plane. You may move in any direction, including through objects. At the end of your turn, or when you choose to as a free action, you renter the material plane.
While you are on the ethereal plane you can only deal force damage to creatures on the material plane. If you attempt to deal a different damage type, it does nothing. If you end your turn inside of an object, you are shunted to the nearest open space and take force damage equal to twice the number of feet you move.
You may use this feature a number of times equal to your proficiency bonus regaining all uses when you complete a long rest.
Spectral Incense
Also at 10th level you gain the following binding effect options when you cast the Hallow spell. Additionally, you may choose two binding options instead of one.
Spirit Haven. Undead may enter the area of your Hallow spell, and are actively drawn to it as if you had cast they Sympathy option from the Antipathy/Sympathy spell. While within the area of the spell, they are docile and have no desire to harm other creatures unless attacked.
Ghost Town. Any creature can perceive the area of the spell as if they had your Spirit Sight feature.
Evernight
At 14th level your understanding of the ethereal realm and spirits allows you to possess others as a ghost would. As an action you may choose one humanoid that is within 5 feet of you. That humanoid must succeed a Charisma saving throw or become possessed by you.
Your body disappears along with all your equipment and you gain control of the target creature. The original creature can still perceive through its senses and you can communicate telepathically for the duration of the possession. You retain your alignment, personality, class features, and Intelligence, Wisdom, and Charisma scores. Otherwise, use the possessed target’s statistics. You do not gain access to the target’s knowledge or class features.
During the possession, you count as an undead possessing the creature and thus can be forced out by effects that would force out a normal ghost. The possession ends if you would be force out, if the body drops to 0 hit points, or if you choose to end the possession early as a bonus action. Otherwise the possession can last for up to 8 hours.
When the possession ends you reappear in an unoccupied space nearest to the body you possessed. The target knows that you possessed it and is likely to become hostile to you. Once you use this feature you must complete a long rest before using it again.
Art Credit: - Arki

