Otherworldly Patron
The beings that serve as patrons for warlocks are mighty inhabitants of other planes of existence---not gods, but almost godlike in their power. Variouse patros give their warlocks access to different powers and invocations, and expect significant favores in return. Some patrons collect warlocks, doling out mystic knwoledge relatively freely or boasting of their power only gridgingly, and might make a pact with only one warlock. Warlocks who serve the same patron may see eachother as allies, siblings, or rivals
The Spirit of Vengeance
Your patron does not reside on a higher plane, but is instead housed within you. You are host to a powerful being with ties to both heaven and hell, the spirit of vengeance.
While few know the full nature and origin of the spirits of vengeance, certain ideas of their creation can be formed from myths and legends of old. It is said that in a time before the memory of man, a forgotten god of vengeance crafted powerful servents to fulfill his agenda, vengeful spirits formed from his own celestial presence. However, these spirits were dangerous and undisiplined, doling out unforgiving and dispraportionate judgement for minor offences; and the gods werhe forced to imprison them in the deepest pits of hell, were they accumulated greater powers from the infernal realm itself. Now, they are bound to mortal beings to temper their irrational nature, becoming a Ghost-Rider.
Few people seek the power of the ghost-rider by choice, as it is as much a curse as it is a blessing. Most commonly, mortals become Ghost Riders as a gambit for their salvation; Perhaps you sold your soul to an arch-duke of hell out of selfless desparation, or died a terrible and unfare death, perhaps you called out to the ancient god of vengeance in a time of sincere need. No matter the cause, you were imbued with the power of the ghostrider by an unnamed angelic servant of the god of venceance, who saw you as a worthy soldier for the cause of absolute justice.
Expanded Spell list
Drawing from the Undying, you can now choose from an expanded list of spells to learn as warlock spells.
Spirit of Vengeance Spells
Spell level | Spells |
---|---|
1st | Burning Hands, False Life |
2nd | Scorching Ray, Hold Person |
3rd | Fireball, Speak With Dead |
4th | Banishment, Fire Shield |
5th | Geas, Dominate Person |
Bonus Proficiencies
At 1st level you gain proficiency with Martial weapons.
Mantle of the Ghost Rider
Starting at 1st level, you gain the ability to assume the legendary form of the Ghost Rider. As a bonus action on your turn, you transform; An infernal fire erupts from within you and seems to burn away your flesh, leaving only a blazing, armored skeleton. While in this form, you gain the following benefits.
- You have resistance to fire and necrotic damage.
- You are affected by any spells and abilities that damage, detect, or repel fiends.
- When you hit with a melee attack, or with eldritch blast, the target takes an additional 1d4 fire damage, this extra damage increases to 1d6 at 6th level and 1d8 at 10th level.
- You gain advantage on all intimidation checks. Additionally, when you use the intimidation skill to intimidate a creature, that creature must make a wisdom saving throw with a DC equal to your Spell Save DC; on a failed save, the target becomes stunned until you revert to your mortal form. The target can repeat this saving throw on each of its turns, ending the effect on a successful save.
You can remain in your Ghost Rider form for a number of rounds equal to twice your charisma modifier, and you may end your it early as a free action. Your Ghost Rider form ends earthly if you fall unconscious or die.
Once you have used this feature, you cannot use it again until you finish a long rest. At 6th level, you can use this feature twice per long rest, and 10th level you can use it 3 times per long rest.
If you witness innocent blood spilled, you transform into your Ghost Rider form early and must attack the creature that attacked the innocent creature. This counts against the amount of time you can spend in your Ghost Rider form, and you cannot revert to your normal form until you defeat the offender.
Brazen Steed
Beginning at 6th level, you gain the ability to conjure a demonic mount that is an extension of your vengeful prowess. You gain the ability to cast the Phantom Steed spell as a bonus action on your turn.
The mount you conjure with this ability is altered by your infernal power, superficially resembling a nightmare (Monster Manuel page 235), with a build appropriate to your choice of mount. The summoned mount has the statistics of a Warhorse, Mastiff, Pony, or Worg, with the following changes. You may be able to choose a different mount as your brazen steed, at your DM's discretion.
- The mount gains immunity to fire damage.
- Any form of attacks it makes deal an additional 1d8 fire damage.
- The Mounts Hit Point maximum increases by a number equal to twice your warlock level.
- The Mounts AC increases by 2.
- The mount can only be ridden by you, if any other creature tries to ride it, they take 1d6 fire damage on each of their turns until they dismount.
Once you have conjured your Brazen Steed, it remains until you dismiss it, no action required. The Steed vanishes early if it drops to 0 hit points, or if you fall unconscious or die. You may only have one Brazen Steed conjured at any time.
While mounted on your brazen steed, you have advantage on attack rolls against unmounted targets.
You can transform an existing mount into a brazen steed by performing a 1 hour ritual, creating a mystical bond between yourself and the mount. Instead of being conjured with the Phantom Steed spell, this mount remains on the material plane at all times, remaining in its mundane form until you use a bonus action to transform it into a brazen steed, granting it the above benefits. If a brazen steed bound to you in this way would die, you can bring it back to life as an 8 hour ritual during a long rest by expending 100 gp of material components.
Greater Mantle of the Ghost Rider
Beginning at 10th level, when you assume the form of the Ghostrider you gain the following abilities, in addition to the benifits granted by the Mantle of the Ghostrider feature.
- You have Immunity to fire and necrotic damage, you also gain resistance to fire damage while not in your ghostrider form.
- Your base walking speed increases by 10.
- When you are drop to 0 hit points but are not killed outright while in your ghostrider form, you revert to your human form and drop instead to 1 hit point.
- Your Strength and Constitution scores increase by 2, to a maximum of 20
Absolute Vengeance
Beginning at 14th level, you have become the paragon champion of the spirits of vengeance. You may now use your Mantle of the Ghost Rider feature as often as you want, but may still only remain in your ghost rider form for a number of rounds equal to your charisma modifier.
Additionally, you are much harder to kill than most warriors. You may reroll any Death Saving Throw you make, but must use the new roll.
Credits
- Ghost Rider and all related elements are property of Marvel comics
- Template provided by GMBinder
- Art by sethklok and harrykrizz on deviantart.
- Homebrew by Shuvleconquersall