Otherworldly Patron: The Ethereal v4.1

You draw your power from the forces of the Ethereal Plane. Possible Patrons include well-meaning spirits that may grant you power so you don't have to share their fate, malevolent souls that wish to use you as a tool to drag more souls to them or the very essence of the Ethereal Plane itself. You may have bound yourself to an ancient spirit, made a deal with a powerful lich or possibly found a way to pull the very essence of the Ethereal Plane into your very being as a way to escape death, but at possible cost to your own being or sanity. Your pact with such an anomaly allows you to take on traits associated with the Ethereal Plane and the creatures that reside in it. This knowledge of the spirits and their residing realm may give you a sense of respect for the wishes of wayward specters or possibly create a deep-seeded hatred towards those that may wish to keep you trapped in the Ethereal Plane like themselves.

Expanded Spell List

The Ethereal 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.

Warlock Level Spells

Level I Spells 1 zephyr Strike, feather fall 2 blur, see invisibility 3 blink, clairvoyance 4 greater invisibility, phantasmal killer 5 steel wind strike, passwall

Ghostly Anatomy:

Starting at 1st Level, you have been granted a tangible connection to the Ethereal Plane by your patron. You gain the ability to see 60 feet into the Ethereal plane when you are on the Material Plane and Vice Versa.

Additionally, you can use your ties to the Ethereal to avoid a telling blow. When an attacker that you can see hits you with an attack, you can use your reaction to step into the Border Ethereal until the beginning of your next turn negatating the triggering attack's damage against you, unless the attack specifically states it extends into the Ethereal Plane. You can choose to do so before or after damage has been rolled.

Once you use this feature, you can't use it again until you finish a short or long rest.

Ethereal Stride:

Starting at 6th level, you gain the ability to quickly step between the material and ethereal planes. As a bonus action you can teleport up to 20 feet to an unoccupied space you can see, as long as it is on the plane you are currently residing on.

Spectral Soul:

Beginning at 10th level, you are immune to being frightened, and when another creature attempts to frighten you, you can use your reaction to attempt to turn it back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be frightened by you for 1 minute or until the creature takes any damage. Additionally, you are immune to effects that would possess you, such as a ghost's Possession trait, unless you allow it.

Possessive Nature:

Starting at 14th level, as an action you can attempt to possess one humanoid that you can see within 5 feet of you. The target must succeed on a Charisma saving throw against your warlock spell save DC or be possessed by you; you then 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.

While possessing your target you can't be targeted by any attack, spell, or other effect, and you retain 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. The possession lasts for 8 hours, until the body drops to 0 hit points, you end it as a bonus action, or you are turned or forced out by an effect.

At the start of each of the possessed creatures turns, the possessed creature can make a Charisma saving throw against your warlock spell save DC if they have been dealt damage since the end of their last turn. On a success, the possession ends. When the possession ends, you reappear in an unoccupied space within 5 feet of the body. The target is immune to your possession for 24 hours after succeeding on the saving throw or after the possession ends.

You can use this ability once per long rest.

Art by: Guild Wars 2 Promotional Art