The Mortal (5e Subclass)
From D&D Wiki
Rather than making a pact with an otherworldly entity such as a fiend, fey or celestial, you instead draw power from a mortal—albeit powerful—being. Perhaps a wizard feels to old to go adventuring, instead adventuring vicariously through you; perhaps a sorcerer cannot contain their powers, so splits them with you; perhaps a bard grants you arcane abilities on the condition you continuously sing their praises.
- Expanded Spell List
At 1st level, choose a class that represents your patron: bard, cleric, druid, sorcerer, warlock, or wizard. Choose two 1st-level spells from that class' spell list. These spells are added to your warlock spell list. Each time your Pact Magic spell slots increase in level, you may add two additional spells of that level.
- Bonus Proficiencies
At 1st level, you gain two additional skill or tool proficiencies of your choice; this is your patron granting you their skills. Additionally, you can speak any language your patron can speak.
- Patron's Sight
At 6th level, you gain the ability to communicate telepathically with your patron. Additionally, you may use your action to see through your patron's senses if they are willing. While using this ability, you are deaf and blind to your own senses. You patron may also use their action to see through your senses if you are willing.
- Summon patron
At 10th level, you gain the ability to summon your patron's essence as an action. Your patron appears in a ghostly, translucent form in an unoccupied space within 30 ft. of you, rolling their own initiative. This form has a number of hit points equal to your charisma score, and can perform any action they are normally able to. For the duration, your patron's actual body is considered deaf, blind and incapacitated. They exist in this form for a number of rounds equal to your charisma modifier (minimum of 1), after which, they return to their body. This effect may be ended early as a bonus action on your turn or your patron's turn, or if your patron's Summoned form drops to 0 hit points. You may use this feature once between long rests.