Warlock
Base Class: Warlock

Ever wanted to be a Warlock but none of the subclasses tickle your fancy? Ever wanted to suplex your enemy to hell? Ever wanted to hadookin a fireball at your enemy and look cool while doing it? Make a pact to be blessed with strength beyond eldritch compensation. Flex off with your enemies and show of your superior eldritch strength. Use strength as your spell casting modifier and get to it. Punch, kick, slap, upper cut, hadookin, and suplex your opponent with your magical muscles in combat with your new abilities as this homebrewed subclass of The Strong Arm.
Your spell slots are represented by tattoos located anywhere on your body, unless you wish for it to be represented by something else, then go for it. I can't stop you and your muscled glory.

 

Eldritch Muscles

You change the following:

  • Your spell casting modifier is now strength for your Pact Magic
  • You have Unarmored Defense, meaning you add Constitution to your AC as long as you aren't wearing armor
  • Your unarmed strikes now have damage die.

Eldritch Strength and Unarmored Defense don't stack

Muscled Movements

With your muscles, you should learn how to use them more effectively. Choose 3 attacks, you can now use all of these moves collectively a total of your Strength Modifier + Your Proficiency Bonus.
You gain another attack twice at level 6, once at 10, and once at 14.

Below the Belt Kick

Launch a kick right at your opponent's groin. The Opponent must make a constitution saving throw against your spell DC. Upon failure, your opponent is now under the same affect as if under the Slow spell.

Centaur Bone Breaker

Kick your enemy with calves more mightier than a centaur. The enemy must make a strength saving throw or be knocked back 10 feet and knocked prone. If they rolled successfully, the enemy still gets knocked back 5 feet. Damage is a D8 + Strength Modifier.

Cripple Cracking Crunch

Cripple someone with a punch. Your opponent makes a Constitution saving throw. On failure, your opponent will suffer the following effect till the end of your next turn:

  • Your opponent's dexterity decreases by 4 temporarily (Does not stack).
  • Your opponent suffers disadvantage on all strength and dexterity checks and saving throws.
  • Your opponents suffer disadvantage on all constitution saving throws to concentrate on spells.

Dwarven Suplex

Suplex your enemy. Make a grapple check. If successful, make an attack roll. On success, your opponent is now considered prone and you deal a d10 damage.
You may only suplex a creature one size above and lower (Ex. if you are Medium, you can suplex a Large creature). Anyone immune to prone or grappled is unaffected by suplexing.

Eldritch Punch

You can now us Eldritch Blast as a melee attack infinite amount of times since Eldritch Blast is a cantrip.

Goliath's Uppercut

Uppercut an enemy right in their stupid jaw. Discombobulate the enemy upon hitting their jaw. The enemy makes a Constitution saving throw. Upon failure, an enemy suffers the following conditions till the end of your next turn:

  • The target will suffer disadvantage on all Intelligence, Wisdom, and Charisma ability checks and saving throws.
  • The target gets disadvantage on Constitution saving throws to concentrate on spells.

High-Elven Backhand

Ever have that annoying little cousin that just won't shut up about dinosaurs that you just want to beat the crap out of? No? Just me? Well, here's the next best thing that you can slap your allies. Upon backhanding an ally, you do no damage, however, you can remove one or more of the following conditions: Charmed, Frightened, Stunned, an exhaustion point, and Unconscious (If an ally is making death saving throws while Unconscious, they recover to 1 Hit Point).

Orcish Elbow Drop

Your opponent is on the ground. Give a good jump and ram your elbow right into them! This attack makes you prone but deals 4d6 + Strength damage. You can only do this move once per turn and if your opponent is prone.

Saytr's Dropkick

Do a drop, except this isn't any normal drop, this is a pure drop kick! Embellish your legs in a mighty jump and drop into a fierce kick of the century! You attack normally, but you get knocked prone. If successful kick is landed and if the enemy fails a strength saving throw, the enemy is also knocked prone. The damage is 2d8 + Strength Modifier.

Spell-ing Punch

You can use a spell as if it was a melee ranged spell. If it is an AOE spell that would make you roll a saving throw, you immediately save against the spell effect.

The Locathah 450 Splash

Grapple your enemy, give 'em a good spin and splash 'em into the ground! When grappling a creature, You spin them around and slam them into the ground. Not only are they considered prone, but they are immune to prone, they are considered stunned till the end of your turn instead.

Weird Flex

Your muscles are defining and now you are starting to get used to your strength. You also impressed your eldritch being enough to get new abilities!
You gain the following abilities:

  • You gain proficiency in Strength Saving Throws.
  • You get a Climbing Speed of 30 or increases by 30 feet if you already have a climbing speed.
  • You gain resistance to either Bludgeoning, Piercing, or Slashing damage.
Bludgeoning Resistance

Gain resistance to Bludgeoning damage.

Piercing Resistance

Gain resistance to Piercing damage.

Slashing Resistance

Gain resistance to Slashing damage.

Warm Up

As an action, you can give yourself to any Strength, Dexterity, and Constitution Check or Saving throw for a minute. You need to maintain concentration to keep this ability up. You can use this once per Long Rest.

Flex Off

You can flex as an action and one creature with in 30 feet of you has to make a Strength saving throw against your spell save DC. If they fail, you decrease their Strength score and increase your Strength score equal to the difference of your DC - The number rolled on their d20 for the saving throw. You only max out with a strength score of 26, and you can decrease their strength score to a minimum of 4.
For example, Your DC is 15 and your opponent rolls a 11 on their d20 but adds their modifier of 3 to equal 14, which still fails. Because of the failure, the score of the strength drain is the DC (15) minus the number on the d20 (11) without the modifier. So, you gain 4 on to your strength score, and your opponent looses 4 to their strength score.

This effect lasts for a minute and you have to maintain concentration. You can use this ability and maintain concentration even when raging.
Once used, you can't use it again till long rest.

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