The Sage

Your patron is a being that has attained godlike power and complete mastery of the body. They may be a powerful monk that has surpassed their mortal limitations, or perhaps a warrior spirit who seeks you as their successor, but consider yourself lucky that they are willing to share their power with you, for not many can say the same.

Expanded Spell List The following spells are added to the warlock spell list for you. Spell Level Spells 1st compelled duel, zephyr strike 2nd enhance ability, spiritual weapon 3rd haste, water walk 4th death ward, greater invisibility 5th destructive wave, steel wind strike

Mystic Stance Starting at 1st level, you call upon your arcane powers to grant you enhanced martial ability. As a bonus action you enter your Mystic Stance, gaining the following benefits: You can use your Charisma modifier, instead of Strength or Dexterity, for attack rolls, damage rolls, ability checks, and saving throws

You can roll a d4 in place of the normal damage of your unarmed strike, simple weapons, or shortswords. This die increases to a d6 at level 5, a d8 at level 11, and a d10 at level 17.

When you use the Attack action with an unarmed strike, simple weapon, or shortsword, you can make an unarmed strike as a bonus action.

Your movement speed increases by 10 feet. This stance lasts for one minute, until you fall unconscious, or until you dismiss it (no action required). You can enter your Mystic Stance once per short or long rest.

Unarmored Defense Starting at 1st level, while you are wearing no armor and are not wearing a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.

Soul Crush Starting at 6th level, as an action you can make an unarmed strike. On a hit, the target takes 3d8 necrotic damage and must make a Constitution saving throw. On a failed save, the target is stunned. The target may repeat the saving throw at the end of each of their turns to remove the effect. You can use this feature once and regain the ability to do so after a short or long rest.

Higher Structure Starting at 10th level, you gain immunity to disease and the poisoned condition. Additionally, you can add your Charisma modifier to Constitution saves made to maintain concentration on spells.

Shed Body Starting at 14th level, you can temporarily transcend the limitations of your body. As a bonus action, you become incorporeal for one minute. You gain resistance to all damage except force and psychic damage. Additionally, you can move through creatures and objects as if they were difficult terrain. If you end your turn occupying the same space as an object or another creature, you take 1d10 force damage and are moved to the nearest unoccupied space. You can use this feature once and regain the ability to do so after a long rest.