Base Class: Warlock
In the lands of the samurai, an ancient creature lurks. the mysterious primordial mashing for a savage oni, mystic kitsune and the cannibalistic wendigo. It's brutal kanabo, horrid elk skull, and intimidating height drive off many a yokai, making many live in fear. but every few generations, this suppossedly malevolent being will seek out a patron, someone who can perform ritualist feasts, and hunt powerful "prey". In return, these warlocks will become unforgiving hunters, and the haunting cries of an elk will spell doom for those who oppose them.
That is the will of the Shejīe
Additional spells
The Shejīe 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.
Spells
1st
Frost Fingers, Sleep
2nd
Shejīe's charge, Icingdeath's Frost
3rd
Spirit Guardians, Slow
4th
Ice Storm, Locate Creature
5th
Wall of stone, Remorseless cold
Draw first blood
Starting at 1st level, you are so desperatly hungry, you have advantage on any attack roll against a creature that still has its maximum number of hitpoints. If you hit a creature while using this feature, you can do an additional 1d8 of the attack's damage type. At 10th level, this damage increases to 2d8.
Hunter's Kanabō
When you choose this class at 1st level, your patron bestows a blessing onto you; A weapon to break the spirit and body your prey. As a bonus action, you can create a Kanabō in an empty hand as if it were a pact weapon. This weapon has the two handed and heavy properties. The weapon disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. You are proficient with it while you wield it. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The weapon dose 2d8 bludgeoning damage and additionally deals 1d4 necrotic damage at the start of the creatures turn unless it receives healing from another creature.
The necrotic damage increases to 1d6 at 5th level, 2d6 at 7th level and ignores resistance to necrotic damage at 9th level. at 12th level, immunity to necrotic damage is treated as resistance instead.
Blessing of the Shejīe
Starting at 6th level, your Shejīe patron grants you the power to steal the essence of the prey you consume. You can spend one hour to ritualistically devouring one pound of a dead creature's flesh. When you do so, you gain one feature of that creature's stat block, known as an "aspect". You can store a piece of a creature for 7 days without devouring it before it spoils and the essence is lost.
A feature may become diluted when devoured, at your DM's discretion: for example, a Rakshasa's Limited Magic Immunity
may only ignore spells of 3rd level or lower instead of 6th when consumed as an aspect. You cannot consume Legendary features. Any feature that has a limited use becomes one use as an aspect, recharging on a short rest. Additionally, if you consume a creature's essence when you are already in possession of an aspect, the original aspect is replaced.
Feast of the Apex Predator
Starting at 10th level, you devour even more of your victims'essence. You can now possess two aspects at once, and when you use your Blessing of the Shejīe feature, you can gain an action as your aspect, such as a Unicorn's Healing Touch or a Vampire Spawn's Bite.
Once you perform an action of this kind, you cannot do so again until you take a short rest. Charisma is your ability modifier for these actions and you are considered proficient for the purpose of calculating Saving Throw DCs and attack roll bonuses. If one of these aspects inflicts damage, the dice size remains the same however the amount of dice rolled is equal to twice your proficiency modifier: for example, a 10th level Warlock using a Storm Giant's lightning strike would do 8d8 lightning damage.You cannot gain an Action that relies on a specialized piece of equipment.
Call of the Shejīe
Starting at 14th level, you can use your bonus action to call the Shejīe to your side and aid you in battle. the Shejīe is summoned in an unoccupied space you can see within 15 feet of you. The Summoned Shejīe will use the same stat block as Shejīe and remain active until it is destroyed, until you dismiss it as a bonus action or until you're incapacitated.
On your turn, you can have the Shejīe move up to 40ft in any direction (no action required). If the Shejīe is ever more than 40 feet from you at the end of your turn, it is destoryed.
- As a bonus action, you can teleport, magically swapping places with the Shejīe at a cost of 15 feet of your movement, regardless of the distance between the two of you.
- Whenever you take the Attack action, you can make one additional melee attack from the Shejīe's position.
You can this feature a number of time up to your profeciency modifer. You regain all expended uses when you finish a long rest.
Previous Versions
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8/19/2022 3:12:42 PM
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8/21/2022 12:32:43 PM
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12/23/2022 12:54:58 PM
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