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Will o' Wisp

ORIGIN

Prerequisite: Must be a fey servant of The Desolation and bound to a warlock

As your connection to your warlock grows, you've gained the ability to detect and manipulate those who desire destruction. As an action, you can force any humanoid with destruction in their hearts, within 60 feet of your warlock, to make a DC 20 Wisdom saving throw. On success, they resist your influence and immediately turn hostile to your warlock. On failure, you possess them and take control of their body for 1d4 hours. You gain access to their stat sheet, knowledge, and any abilities or items they have.

Avatars, those marked by Fears other than The Desolation, and those without destruction in their hearts automatically succeed the saving throw.

Regardless of success or failure, this ability can't be attempted again until after 1d4 long rests.

Glimpse of Desolation: You can use a bonus action to peer into the heart of a humanoid within range, and determine whether they can be possessed.

Mischievous Presence: The only immediate signs of possession are fire-red eyes and a rapidly-increasing body temperature. For the purpose of detection spells such as Detect Good and Evil, your vessel will count as both their original race and Fey.

Ashes to Ashes: The longer you possess a body, the greater the physical toll on your vessel. As the hours tick by, the body will grow increasingly charred and fragile, and begin to smoke. If you choose to depart the vessel before the duration is up, they take 1d6 fire damage for every hour you've possessed them. If you remain in the vessel for the full duration, they will crumble into ash.

Playing With Fire

In addition to the vessel's attacks and spells, you also gain the following spells when your warlock reaches the indicated total level. You have a number of spell slots equal to your warlock's proficiency level. Each spell regardless of level, including those that would normally be cantrips, use a single spell slot. For spell saves and spellcasting ability modifiers, use your warlock's.

  • Produce Flame (Level 5): Action. A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again. You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 2d8 fire damage. This spell's damage increases by 1d8 when your warlock reaches 11th level ( 3d8 ), and 17th level ( 4d8 ).
  • Faerie Fire (Level 5): Action. Objects in a 20-foot Cube within range are outlined in blue, green, or violet light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed Dim Light in a 10-foot radius and can’t benefit from the Invisible condition. Attack rolls against an affected creature or object have Advantage if the attacker can see it.
  • Hellish Rebuke (Level 7): Reaction. The creature that damaged you is momentarily surrounded by green flames. It makes a Dexterity saving throw, taking 2d10 Fire damage on a failed save or half as much damage on a successful one.
  • Burning Hands (Level 9): Action. A thin sheet of flames shoots forth from you. Each creature in a 15-foot Cone makes a Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one.
  • Wall of Fire (Level 11): Action. You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. When the wall appears, each creature in its area makes a Dexterity saving throw, taking 5d8 Fire damage on a failed save or half as much damage on a successful one. One side of the wall, selected by you when you cast this spell, deals 5d8 Fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.

Self-Immolation

As an action, your vessel can be immediately destroyed in a fiery explosion. Each creature in a 20-foot-radius Sphere around you makes a Dexterity saving throw (against your warlock's DC), taking 8d6 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the area that aren’t being worn or carried start burning.

This ability pleases The Desolation, but uses up a great amount of your power on the material plane. If you use this ability, add 2 long rests to the counter before you can attempt your next possession.


Created by

Kelxya.

Statblock Type

Feat

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