Base Class: Warlock
Effluvial animancers are a rare sect of those devout to the succubus-turned-demigod Eritti. Foreswearing lethal violence, effluvial animancers channel a strange mix of arcane, divine, and psychic magic through small shields to draw the spirit from their enemies, sapping their strength and agility while winnowing their resolve to fight. An evolution of blood magic, effluvial magic controls and manipulates the flow of sweat, bile, and other biological biproducts, harmlessly managing their ebb and flow to the host's benefit or detriment. Mastery of this magic makes effluvial animancers uniquely skilled with medicine, applying their abilities to magically manipulate a subject's fluids to accelerate healing and improve comfort.
Only a select few are able to advance among Erittians, and one may not take a level of this class without the following:
- 13 Wisdom
- 13 Charisma
- 13 Dexterity or Constitution
- Unarmored Defense (Wis or Con)
- The Life Domain
Those who meet these requirements are uniquely poised to join the ranks of the effluvial animancers. If you kill a creature, you lose access to your spellcasting from this class until you atone.
Expanded Spell List
The path of the effluvial animancer 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. You also gain Eldritch Blast as a cantrip without having to select it.
Erittian Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | goodberry, healing word |
| 2nd | alter self, lesser restoration |
| 3rd | protection from energy, haste |
| 4th | death ward, polymorph |
| 5th | mass cure wounds, greater restoration |
Armor of Personality
At 1st level, you may add your Charisma modifier to your Armor Class, so long as you are wearing no armor. You may wear a shield and still gain this benefit. Additionally you gain proficiency with small shields and while unarmored, you gain proficiency with Charisma(Persuasion) and Wisdom(Medicine).
Eldritch Fighter
At 1st level, you gain the ability to modify your Eldritch Blast into a melee attack. You can use your Eldritch Blast in melee range without penalty. When attacking with Eldritch Blast in this way, use the higher of either your Dexterity or Charisma to hit.
Draining Blast
Starting at 6th level, you gain the ability to modify your Eldritch Blast. Instead of doing damage on a successful hit, you can reduce the target's Strength, Dexterity, or Constitution by 1d4. Increase your own corresponding ability score by half of the result (rounding up). This effect lasts for one minute, or until either you or your target falls unconscious. Successive hits on a target stack this effect and renew the duration of any previous hits to the same target.
If a target falls to 0 Strength, Dexterity, and/or Constitution, it falls prone and can't get up from prone without gaining a point of Strength, Dexterity, and/or Constitution respectively. All checks using an ability at 0 automatically fail.
People Pleaser
At 6th level, you gain expertise in the Medicine and Persuasion skills while unarmored.
Divine Resonance
Upon reaching level 10, you begin to channel Eritti's healing powers yourself. Your Channel Divinity treats your character level as your cleric level. You also gain another use of your Channel Divinity between short or long rests. At 16th level, you gain a third use between rests.
Shared Benefit
When you use a draining blast at 10th level and gain an ability bonus from a target, you may give the bonus to an ally within 30 ft for one minute, instead of to yourself. This bonus's duration is not renewed when you use Draining Blast again. Either effect still ends if the target or the ally fall unconscious.
Psychic Resonance
Starting at 14th level, you gain a number of psychic energy points equal to your proficiency bonus plus your Wisdom modifier. You may spend these points to cast a spell you know without expending a spell slot. The spell costs a number of points equal to its level to cast. Once you have run out of psychic energy points, you can't regain them until after a short or long rest.
Augmented Drain
At 14th level, your draining blast increases in power. Instead of reducing an ability score by 1d4, you may reduce it by 1d6. You now gain half of the 1d6 result as a bonus to your corresponding ability score, rounding up.
Additionally, on a successful hit with draining blast, you can spend a psychic energy point to impose disadvantage on an affected target whenever they make a saving throw using the drained ability. For example, if you use draining blast to attack an enemy's Constitution, you can spend one psychic energy point to impose disadvantage on Constitution saving throws for that enemy for the duration of the drain. You can spend as many points as you wish to affect multiple enemies and/or multiple ability scores, so long as you have enough psychic energy points to do so.
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