Warlock Patron: The Outsider

The ascended personification of the void, the Outsider often meddles with mortal affairs although his motives remain unkowable. Those who he sees as particularly interesting and potential agents of change are bestowed his Mark, granting them otherworldly powers; social standing and effort have no bearing on their selection. Due to his standards, it is not uncommon for long periods of time to pass without the Outsider marking anyone.

Expanded Spell List

The Outsider lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to your warlock spell list for you.

Outsider Expanded Spells

Spell Level Spells 1st detect magic (the heart), devouring swarm 2nd detect thoughts (the heart), pass without a trace 3rd major image (doppelganger), wind wall (wind blast) 4th grasping vine, greater invisibility (shadow walk) 5th domino, modify memory

Void Sight

Starting at 1st level, once per short rest you can enter Void Sight as an action, granting you the ability to see all living creatures within 30ft of you as glowing yellow silhouettes for 30 seconds, this aura is visible through opaque objects and structures unless hidden by magical means.

Void Leap

At 6th level, as a bonus action you can traverse the void and teleport into an unoccupied space up to 60ft away that you can see. You can use this feature a number of times equal to your Charisma modifier per long rest.

Possession

At 10th level, you gain the ability to briefly inhabit the bodies of others. As an action you touch a humanoid and force it to make a Wisdom saving throw against your spell save DC, on a failed save you merge with the creature's body and gain control over it but do not deprive it of its awareness. While possessing a creature you retain your mental faculties but otherwise use the target's stats without access to its knowledge, abilities, features, or proficiencies.

The possession lasts until you end it as an action, the possessed creature takes damage, has greater restoration cast upon it, or until the possessed creature succeeds a Wisdom saving throw that it can repeat at disadvantage at the end of each of its turns (every 6 seconds out of combat). When this effect ends you appear in an unoccupied space 5ft from the target. You suffer any damage and status conditions that affect the target while you are possessing it. Once you use this feature you cannot use it again until you finish a long rest.

Bend Time

At 14th level, You twist the shape of time to your liking. As a bonus action at the end of your turn you bend time to your will; you may immediately take another action and movement, during which all creatures other than yourself don't progress in time and are considered stunned. The consequences of what happens during this turn all occur simultaneously at the end of it. Once you use this feature you cannot use it again until you finish a long rest.

Invocations of the Void

Agility

Your base movement speed and jump distance increase by 5ft and you gain resistance to falling damage.

Blood Thirst

Prerequisites: 12th level, Outsider

After you drop a creature to 0 hit points, the next weapon attack you make that hits within the next round gains a +5 to damage.

Reflexes

Prerequisites: 7th level, Outsider

When targeted by a ranged weapon attack you can use your reaction to deflect it, reducing the damage by 1d10 + your Dexterity modifier.

Shadowkill

Prerequisite: Outsider

Whenever you kill a creature, you can choose for its body to disintegrate into ashes, you may choose which possessions or garments remain when you use this.

Strength

The distance you can throw objects and thrown weapons is now doubled.

Vitality

See Invocation: (Fiendish Vigour)