Base Class: Warlock
weather you went to the far realms, had a dream or a powerful aberration took you there a Farmage is a sick and twisted individual who worships an aberration that took them under their wing after they went mad. Or maybe took them to the far realm to enslave and use as a tool. Farmages usually have a strong connection with their patron. Examples of Farmage patrons are the star spawn larva mage, a beholder or maybe an elder brain.
Expanded Spell List
You patron 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.
Fiend 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 |
Mind of madness
At 1st level you learn how to enhance your spells at the cost of your sanity, when you cast a warlock spell of 1st level or higher you can draw on the powers of the far realm to infect your enemies mind while doing the same to you. Make a wisdom saving throw against the spells DC
Spells DC = 12 + spells level your casting it at
On a successful throw your spell does an extra 1D8 physic damage per the level you’re casting it. e.g you’re casting witch bolt as a 3rd level spell, you’d have to make a 15 wisdom save and the witch bolt would do an extra 3D8.
On a failed save you cast the spell as normal and must roll from the short term madness table. Your effect lasts for 1 minuet though.
Corrupted form
Because of your time either spent in the far realm or worshipping creatures from there your body has taken a drastic change. Pick two of the following changes:
All around vision
You grow eyes all around your body; on your head and body. you get advantage on wisdom(perception) check and can no longer be surprised
Ceaseless murmurers
You have an array of mouths that appear as slits or scars when closed. When near other creatures, they often flair up, murmuring silently in Deep Speech. Creatures within 5 feet of you have disadvantage on wisdom saving throws made against. you learn deep speech.
Eyes of the void
Your eyes turn pitch black, absorbing all light. You gain dark-vision up to 60 feet. You can see in dim light as if it was bright light for 60 feet and in pitch black as if it was in dim light for 60 feet. You can’t discern colour in darkness. You also gain advantage on saving throws against being blinded.
Malleable flesh
Your skin and flesh becomes mouldable, you can stretch it out and change your appearance to that of a different race of the same height as you. Your Armor does not change and neither does your skin colour but you can change facial features. If you die you revert to your normal appearance. You can use this feature a number of times equal to your charisma Modifier per long rest. Any more than that and you gain a level of exhaustion.
Mutation
At 6th level your patron mutates your body further, maybe for the fun of it or to improve you as his servant. Pick 1 of the following mutations, you can pick another at 8th level and 11th level
Fleshy shield
Both the outside of your arms grow a thick layer of hard spiked skin, you can use them to block incoming attacks, you gain a +1 bonus to your AC and you can roll 1D8 and subtract that number from the damage. You unarmed attack also becomes a 1D4 +your strength modifier piercing damage.
Extra arm
You grow an extra arm that comes out from the same shoulder joint as your left arm. This allows you to take a normal action in place of your bonus action if you wish.
Tentacles
You grow tentacles. As a bonus action you can attack 3 creatures within 10 feet of you each each one takes 1D4 magical bludgeoning damage. You may also use your reaction to restrain a creature if he leaves or enters a 10 foot radius of you. You can pull a creature in and Restrain them if they fail a strength save against your spell save, they can repeat this save at the end of their turn.
Acidic glands
Two acid glands open in your mouth. You can use your action to spit acid at a creature within 30 feet of you, the target must succeed on a dexterity saving throw against your spell save DC or take 2D10 on a failed save and half as much on a successful one. You can use this feature a number of times equal to your charisma Modifier per short or long rest, the damage increases by 1D10 at 11th level and once more at 17th level.
Stronger mind
You gain a resistance to physics damage, your mind can no longer be read by telepathic means unless you allow it and get advantage on wisdom saving throws.
Digging claws
Your hands increase in size and your nails becomes sharp and deadly, your unarmored attacks do 1D6+your strength modifier piercing damage and you gain a burrowing speed equal to your walking speed
Frog legs
Your feet and legs get patchy and become green, however your jump distance is now doubled and you gain a +15 to your walking speed.
Knowledge rip
As an action you can either infect or rip the information from someone’s mind who is within 20 feet of you. They must make a wisdom saving throw against your spell save on a failure you can either pick to force them to roll from the short-term madness table for 1D4 minutes or gain the same effects as the detect thoughts spell on them and only them.
When you do this you must make a DC 17 wisdom saving throw or roll from the short-madness table as well for 1D4-2 (minimum of 1)minutes.
Feast
When you kill a creature you can use your reaction to smash open it’s skull and rip out its brain to feast upon. While doing so you gain information you would figure out as if you were a casual friend, for example where they lived and so on. This information is enough to pass yourself of as them with a good enough disguise kit but that’s it. You also gain 1D10+(the creatures challenge rating rounded up) temporary hit points for the next minute.
Transform
At 14th level your patron gives you the ability to transform into something more common in the Far-realm. You can use for bonus action to take the form of a horrendous creature if you weren’t horrendous enough as it was, it’s up to you what you look like. For the next 5 minutes or until you turn back using a bonus action you gain the following features:
- You gain Temporary hit points equal to double your level
- +2 bonus to AC
- You cannot use weapons but may cast spells
- Your unarmored attacks do 1D6+your charisma Modifier magical slashing damage, bludgeoning damage or piecing damage(your choice upon transforming)
- You gain 10 feet extra movement
- You have disadvantage on all charisma checks except intimidation which you have advantage
- you have advantage on attacks made against creatures who are frightened of you
- You can use your action to force everyone in a fifteen foot area to make a wisdom saving throw against your spell save or become scared of you for 1 minute, the creature can repeat the saving throw at the end of its round. This feature has a cool down time of three rounds
Once you leave this form you must make a DC 17 wisdom saving throw or roll from the short-term madness table for a minute.
You cannot use this feature again until, you finish a long rest
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