Base Class: Warlock
Your life has been saved, however meaningless it may have felt. But it is not the shinning hero of fables that saved you but the monster that lurks in the shadows. You peaked the interest of a Monoloth. They present you an offer, accept a deal with its creator and become their neophyte. In exchange you will receive power to crush civilizations but at a cost; you must offer a part of yourself in return and when the creator calls for you, you must answer.
Expanded Spell List
The Monoloth 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.
Monoloth Expanded Spells
| Spell Level | Spells |
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1st |
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2nd |
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3rd |
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4th |
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5th |
Aberrant Horror
After consuming the flesh of an eldritch being and offering it some of your own gain unnatural defenses. At 1st level you are able to imbue one non magical weapon with your power. This ability can only be used once per long rest.
- Your weapon does an additional 1d6 + class level necrotic damage
You also gain an additional +2 hit points per class level and immunity to the frightened condition.
Eldritch Carapace
At 6th level you can now manipulate your body. Your body hardens made of an amalgamation of flesh, bone, and other unknown substances for 1min. As an action you gain +5 to AC and you gain 1d6 + class level temporary health. At the end of the duration your flesh explodes outward and any creature within a 10ft sphere must make a DEX (Acrobatics) saving throw. On a failed save the creature takes 2d8 in poison damage, and on a success the creature takes half damage.
You can use this ability proficiency bonus times per long rest.
Abhorrent Weapon
At 10th level you abilities become more empowered. As a bonus action you gain an additional dice roll on your weapons attack and deal an additional 2d8 in psychic damage. You also gain the ability to reroll the lowest dice on any healing ability or item that uses more than one dice.
You may use ability proficiency times per long rest.
Hopeless
At 14th level, you gain an aura of dread. As an action you can activate your aura of dread and any creature within 20ft must make a constitution saving throw. On a success the creature is afflicted with the Frightened condition. On a failure the creature is afflicted with the Paralyzed condition. You can use this once per long rest.
You have resistance to all conditions.
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