The Elder Spirit (5e Subclass)

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Wraith Patron[edit]

This is a Warlock Patron

Your patron is an ancient and powerful spirit, a being whose presence is constant. The wraith's motivations are usually due to the dual nature of your souls, the spirit will seek you out only if you are compatible. The only ghosts strong enough to forge a pact with a warlock are those who were powerful warlocks themselves, There are often many parallels and similarities between the wraith and the warlock, in personality and circumstance. The wraith becomes a constant companion once theirs and the warlocks souls are bonded, often providing insight and advice in difficult situations. Because your souls are bonded, even after death your souls remain together.

Wraith Patron Spell List[edit]

Level 1: Dissonant Whispers, Feather Fall

Level 2: Invisibility, Gust of Wind

Level 3: Lightning Bolt, Haste

Level 4: Polymorph, Blight

Level 5: Reincarnate, Telekinesis

Twin Souls

Your bond with the wraith offers a whole other lifetime of experiences to draw from. You can choose 2 skills that you are proficient in. You now use double your proficiency bonus as well as your Charisma Modifier for any checking involving these skills as your Patron's skills pass on to you. In addition, you can now tap into the experiences of your ghostly patron through your subconscious. You experience seemingly random visions from your patron's life that could relate to an experience, location, creature…etc. (at the DM’s Discretion)


Starting at 6th level your bond to your Patron changes you, and you begin to take on some of their traits. As a reaction you can read your opponents intention, imposing a disadvantage on that roll. If the attack misses you, your next attack against the creature has advantage if you make it before the end of your next turn. This ability can be used once per long rest.

Bonded Spirits

The duality of your souls safeguards your mind, your thoughts can't be read by telepathy or other means unless you allow it. you also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage as you do.

Soul Snare

Starting at 14th level, the spiritual energy you channel allows you to release a wave of terrible power stemming from your wraith. This blast affects everything in a 30 feet radius. Creatures in the effective area must succeed on a Constitution Saving Throw or suffer 8d6 Psychic Damage and be stunned until the end of your next turn as you tear part of their soul from them. Success on the save means the creature only takes half damage and is not stunned. If this kills the creature you regain one spell slot at third level or lower.

Once you use this ability, you cannot use it again until you take a long rest.

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