Horror Subclasses: Warlock, Sorcerer

by Parad0xxis

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Otherworldly Patron

At 1st level, you have struck a bargain with an
otherworldly being of your choice. Your choice
grants you features at 1st level and again at 6th, 10th,
and 14th level.

Dark Spirits

You have struck a bargain with beings from beyond this world, spirits that reside in the deepest corners of the Ethereal Plane. Dark spirits are fickle, alien beings deeply concerned in the matters of mortals, and often grant their power to mortals that act as their mediums.

Spirits have often been referred to by the term "demons," though they are unrelated to the inhabitants of the Abyss. In the Material Plane, dark spirits often manifest as guardians of ancient shrines and temples, or as wandering spirits that curse, possess or otherwise plague mortals with their supernatural power.

Expanded Spell List

1st-level Dark Spirits feature
Your patron 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.

Expanded Spell List
Spell Level Spells
1st dissonant whispers, tasha's hideous laughter
2nd blindness/deafness, healing spirit
3rd bestow curse, spirit guardians (necrotic)
4th divination, dominate beast
5th commune, dominate person

Hex Master

1st-level Dark Spirits feature
Through your connection to the spirits, you have the ability to deal exceptionally potent curses. You learn the hex spell. It doesn't count against your maximum number of spells known. Additionally, when you successfully cast hex on a creature, rather than imposing disdavantage on the target's ability checks, you can instead apply one of the following effects. This effect lasts for the duration of the spell.
Mouth Sewn Shut: The target is unable to speak. At the end of each of its turns, it can make a Wisdom saving throw, ending this effect on a success.
Rooted Terror: The target is frightened of a particular creature or object of your choice.
Dulled Reflexes: The target has disadvantage on Dexterity saving throws.
Sapped Strength: The target's Strength score is reduced by an amount equal to your proficiency bonus.
Crumbling Armor: The target's AC is reduced by an amount equal to your proficiency bonus.

Beguiler's Curse

1st-level Dark Spirits feature
You've learned how to effectively manipulate people with help from the spirits. As an action, you can force a creature you can see to make a Wisdom saving throw. On a failure, the creature is cursed, and you have advantage on Charisma checks targeting the creature for one hour, or until another creature fails this saving throw, whichever comes first. The target is unaware they have been cursed, however, a creature that casts detect evil and good can perceive the spirits around them. A remove curse spell cast on the target ends this effect early.

You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses on a long rest.

Maddening Backlash

6th-level Dark Spirits feature
Your spiritual allies impose punishments on those who dare harm you. When a creature within 30 feet of you deals damage to you, you can use your reaction to call forth the screams of wayward spirits. The target takes 1d6 psychic damage and must make a Wisdom saving throw. On a failure, the creature is stunned until the end of its next turn.

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

Warded Mind

10th-level Dark Spirits feature
Your connection to the ethereal has left you with natural defenses against curses and psychic effects. You are immune to the charmed condition, and you gain resistance to psychic damage.

Puppeteer

14th-level Dark Spirits feature
Through your patron, you have gained the power of spiritual possession. As an action, you can target a creature and transfer your consciousness into its body. The creature must make a Wisdom saving throw. If the creature is dead or charmed by you, it fails automatically. On a failure, you assume control of the creature.

While possessing the target, you retain your alignment, personality, and mental Ability scores, and otherwise use the statistics of the possessed creature. You can use your bonus action to switch between your body and the possessed creature. While you are in control of the target, your body is incapacitated, and vice versa.

The target remains possessed for 10 minutes. If the creature takes damage, it may repeat its saving throw, ejecting your consciousness on a success.

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

Pact Boon

At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. The following option is available to you in addition to those in the Player's Handbook and Tasha's Cauldron of Everything.

Pact of the Effigy

Your patron has granted you a magical poppet, a doll crafted in the shape of a humanoid. You can use your effigy to bestow boons or inflict curses upon a linked creature.

When you finish a short or long rest, you can choose a humanoid creature that you have seen. The effigy magically takes on the appearance of the target. While a target is linked to the effigy, you know their location as long as they are within 200 feet of you, and the general direction they are in as long as they are on the same plane as you. Additionally, you can apply one of the following effects to the target:

  • The target has disadvantage on Wisdom and Charisma saving throws against your spells.
  • When you cast a spell that deals damage or restores hit points on the target, the target receives an additional 1d6 healing or damage. This bonus applies to subsequent rolls of a spell that damages or heals the target multiple times.

These effects remain until you select a new target, or until the effigy is destroyed.

If you lose the effigy, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous poppet. As part of this ceremony, you can designate a target and link the effigy to them. The effigy turns to ash when you die.

Eldritch Invocations

The following invocations are now available to all warlocks that meet the prerequisites.

Speak By Proxy

Prerequisite: Pact of the Effigy feature
While holding your effigy, you can communicate telepathically with the creature linked to it, as long as you are on the same plane. You must share at least one language to understand each other.

Pins of Sanctuary and Suffering

Prerequisite: Pact of the Effigy feature, 5th level
While holding your effigy, you can use a bonus action and target the creature linked to the effigy. It gains either resistance or vulnerability (your choice) to a damage type of your choice until the end of its next turn. This invocation can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.

Locked Joints

Prerequisite: Pact of the Effigy feature, 9th level
While holding your effigy, you can cast hold person on the creature linked to it, without expending spell slots or material components. You must finish a long rest before you can use this invocation on the same creature again.

Distant Vision

Prerequisite: Pact of the Effigy feature, 12th level
You can cast scrying on the creature linked to your effigy, without expending spell slots or material components. When you cast the spell in this way, the target automatically fails its Wisdom saving throw. You must finish a long rest before you can use this invocation on the same creature again.

Sorcerous Origin

Choose a sorcerous origin, which describes the source of your innate magical power. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

Possessed

Your innate magic stems not from a bloodline, ancestor, or divine blessing. You gain your power from a dark being that has taken residence within your body - an evil spirit or demonic entity that has linked itself to your soul. Due to this being's influence, you are blessed - or perhaps, cursed - with the ability to perform magic.

Possessed sorcerers are usually tormented by this symbiotic relationship. Most are unwilling partners - perhaps invaded by a specter or spirit, or harboring the soul of an ancient evil that seeks to break out from them. However, a small group of Possessed sorcerers were willing to form their bond, and even friendly with the spirit that inhabits them.

Your inner spirit has a noticeable effect on your body or mannerisms. You can select an option from the Spirit Manifestations table, or come up with your own.

Spirit Manifestations
d6 Manifestation
1 Your eyes give off a faint, visible glow.
2 Your shadow tends to move independent of you, and seems to have a personality of its own.
3 Any room you stand in always feels a few degrees colder than it should be.
4 You sometimes have rapid changes in mood, lashing out seemingly at random in uncharacteristic ways.
5 You sleepwalk at night, but act like an entirely different person when you do.
6 In a certain light, your face looks monstrous and terrifying, if only for a moment.

Possessed Magic

1st-level Possessed feature
You learn additional spells when you reach certain levels in this class, as shown on the Possessed Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or an illusion spell from the sorcerer, warlock, or wizard spell list.

Possessed Spells
Sorcerer Level Spells
1st protection from evil and good
3rd shadow blade
5th summon shadowspawn
7th phantasmal killer
9th dominate person

Haunting Spells

1st-level Possessed feature
The presence within you sometimes lashes out when you cast spells, affecting the targets of your magic. You have a pool of d4s that you can expend when you cast spells. The number of dice in the pool is equal to half your sorcerer level rounded up.

When you cast a spell that targets a creature, you can expend a d4 and roll it, applying one of the following effects to the target:

  • The target gains a penalty to its next attack roll or ability check equal to the result of the roll.
  • The target takes necrotic damage equal to the result of the roll, and you recover hit points equal to the damage taken by the creature.
  • One of the target's Ability scores (you choose which one) is decreased by an amount equal to the result of the roll until the end of its next turn.

If a creature casts remove curse on the target, this effect is dispelled early. You replenish all dice in your pool when you complete a long rest.

Channeled Memories

1st-level Possessed feature
The two minds within you mingle, granting you access to some of your possessor's abilities. You gain one skill, tool or language proficiency of your choice.

Deadly Glare

6th-level Possessed feature
Your possessor's power is channeled through your gaze, piercing through your enemies. When a creature that you can see makes an attack roll, you can use your reaction and expend 2 sorcery points to deal 1d6 psychic damage to that creature.

Embrace Possession

14th-level Possessed feature
As a bonus action, you fully channel your possessor, allowing its full power to flow through you. For ten minutes, you gain a fly speed equal to your walking speed, and can hover. Additionally, you gain one of the following benefits of your choice for the duration.

  • You are surrounded by a 60-foot sphere of
    magical darkness. This sphere moves with you.
    You can see in this darkness as if it were
    dim light.
  • You can cast catapult and mage hand at
    will. You do not need to provide verbal or
    somatic components when casting these
    spells in this way.
  • As a bonus action, you can teleport up to 30 feet
    to an unoccupied space you can see.
  • When you hit a creature with a spell attack,
    it must make a Wisdom saving
    throw or become frightened
    until the end of its next turn.

These effects end early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest, unless you spend 5 sorcery points to use it again.

Unearthly Wail

18th-level Possessed feature
You call upon your possessor and release a frightening scream. As an action, you expend 5 sorcery points. Each hostile creature within 60 feet that can hear you must make a Wisdom saving throw. On a failure, a creature takes 1d6 psychic damage and is frightened for one minute. It can repeat this saving throw at the end of each of its turns, ending the effect on a success.

Credits

Subclasses Created By u/Parad0xxis
Art Used:

  • Thalisse, Reverent Medium, Heonhwa Choe, ©Wizards of the Coast
  • Stuffy Doll, Dave Allsop, ©Wizards of the Coast
  • Shadow Possession, Markus Stadlober
  • Emergency Exorcism, Svetlin Velinov, ©Wizards of the Coast
  • Watercolor stains by Jared Ondricek (u/flamableconcrete)