Warlock
Base Class: Warlock

A deal was struck to obtain the strength, ferocity, and sheer undying will of Khorbok the Abomination. The circumstances of this bargain do not matter, as the end is always the same; those who inherit Khorbok's abilities must serve them, which more often than not includes the culling and collecting of Souls to sustain Khorbok within this plane.

Khorbok has lurked within shadows, underneath the ground we walk on, and between the nooks and crannies of everyday life, observing and watching from afar. Only when it needs sustenance it draws slightly further away from its hiding places, recruiting, usually by force, unwilling persons to serve its needs. These servers more often than not are regarded as "murderers" in regular life, seemingly having no motives behind the killings they carry out. However, one thing remains the same between all of them; an eerie, faint necrotic green aura radiating from their very being. Every person who has had the misfortune of coming into contact with one of these "servers of Khorbok" has also noted that they had unusually pale skin, freezing cold to the touch.

Upon the awakening of this Bond, you gain two abilities that further tether your being to Khorbok; Manifest and Drain. Both of which allow you to use Khorbok's abilities to the best of your current potential, granting you resources to make yourself stronger. As you continue down this path, your bond with Khorbok grows stronger, and so does the well of necrotic energy within you. 

 

Expanded Spell List (The Abomination)

Your bond with Khorbok 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. 

The Abomination Expanded Spells
Spell Level Spells

1st

False Life, Command

2nd

Aganazzar's Scorcher, Wither and Bloom

3rd

Animate Dead, Haste

4th

Fire Shield, Freedom of Movement

5th

Contagion, Destructive Wave

Manifest

Starting at 1st Level, you gain the ability to manifest a portion of Khorbok, using a new resource that is dubbed "Manifest Charges". At levels 6 and 14, you gain new forms of Manifest to choose from. This ability is only able to be used a number of times equal to your proficiency modifier, with your charges refreshing after a long rest. 

As an action, you may use a charge to manifest Khorbok's seal. Choose variation of Manifest when you obtain this ability for the first time, but you are also able to choose a different Manifest at every odd number level (1, 3, 5, etc). At level 6, you may choose up to 2 Manifests at the same time, changing only 1 Manifest per every odd number.

Appendage Manifest

At 14th level, you may use a Manifest Charge and an action, you grow several bone appendages, held together by pure necrotic energy.

This Manifest will remain active for 3 turns, the necrotic energy dispersing at the end of your third turn.

You may choose up to three appendages per use of this Manifest.

Leaping Appendage - Extra bone fragments form around your legs, shaping them to look a bit more goat-like. Your standing long jump distance is increased to 45 feet, and a running long jump made with this appendage can reach up to 65 feet. Any jump made with this appendage is done using a Bonus Action. Additionally, you are able to use these legs to leaping kick an enemy. If an enemy is in your path mid-leap, you may make an attack roll against them with advantage using either your Str or Dex modifier (3d8 Bludgeoning damage + your Str/Dex modifier).

Soaring Appendage - Spiked bone wings whose "membranes" are just necrotic energy shaped to look like a bat's wings sprout out of your back, allowing you to fly for the duration. You gain a flying speed of 35 feet for the duration of the Manifest. Additionally, as a Bonus Action you may make a "fly-by attack" by swooping down at an enemy and slashing at them with either a held weapon or a wing (3d8 Piercing damage + Dex modifier, attack roll affected by your Dex modifier). This attack requires 10 feet of your movement for the turn, and if successful, you may either push the enemy hit back 10 feet or knock them prone for the turn.

Diving Appendage - Bone fins form on your back and along your arms, granting you a swimming speed of 60 feet for the duration. You also gain the ability to breathe underwater for the duration. Whilst underwater and swimming, you can use 10 feet of your movement and either a Bonus Action or an Action (if needed, can use both Action and Bonus Action to use this twice in one turn) to dive at an enemy who is either underwater or just along the water's edge using a held weapon or a fin (3d8 Slashing damage + Dex modifier, attack roll affected by your Dex modifier).

Breaking Appendage - Bones wrap around your forearms and knuckles, forming "gauntlets" that emanate Necrotic energy. Using these gauntlets, you may make a melee attack against any enemy within 10 feet of you using either your Str or Dex to make an attack roll, dealing 2d8 Bludgeoning damage + 3d8 Necrotic damage + your Str/Dex modifier. However, you may discard the Necrotic damage to force the target being hit to make a Constitution saving throw against your spell save DC. If they fail, they are knocked prone for the next turn.

Mauling Appendage - A large, bone maw forms either on your head or along either of your arms (1) in the shape of any animal skull. Using this skull, you may make a melee attack against any enemy with 10 feet of you using either your Str or Dex to make an attack roll, dealing 1d8 Piercing damage + 3d8 Necrotic damage + your Str/Dex modifier. However, instead of this melee attack, you may instead make a ranged spell attack (60 ft range/10 ft radius), firing a Necrotic beam from the jaw of the skull against an enemy in sight, using your Charisma modifier for the roll. On a success, this deals 4d8 Necrotic damage + your Cha modifier, and any enemy hit cannot take reactions for the turn.

Scrying Appendage - A large, bony eye forms and hovers around your head. You can command this eye to move on its own, and as soon as it sees any hostile persons (within 60 feet), it will immediately teleport in front of the person and glare directly into the person's soul. The target must roll a Wisdom saving throw (DC = Your Spell Save DC + 2), and if failed, they are stunned for the next three turns. 

Hunting Manifest

At 6th level, you may use an action and a Manifest charge, your abilities and proficiencies change to suit a much more close range specialty.

You may apply your Charisma modifier in place of the Dex/Str modifier on any melee attack and attack roll you make during the duration of this Manifest, also adding that modifier on top of your AC. Alongside this, your movement speed increases to half your Charisma score divided in half, rounded down. Whilst this Manifest is active and you deal damage with a melee attack, you may cause the enemy hit to lose 5 feet of movement for the turn. Upon activating this Manifest, you may move up to twice your regular movement speed, and this movement does not trigger any opportunity attacks. 

These benefits come at a cost, being a 1/4 of your health rounded down being taken as soon as this Manifest becomes active. With each turn of this being active, you lose an amount of HP equal to your proficiency modifier, and traditional healing methods such as spells (Healing Word, Cure Wounds, etc) will not work on you (if attempted, the spellcaster does not use a spell slot).

This Manifest can be active for at most 2 turns, ending at the start of your 3rd turn. Dismissing it early requires an action. 

Rising Manifest

At 6th level, you may use the well of Necrotic energy stored within you, (aka Spirits) an action and a Manifest charge to cause a number of Zombies equal to your Spirit count in a 10-foot radius around you. Use the Zombie Stat Block when determining the stats of each zombie. 

These zombies are hostile to everyone except you and your allies, and you may communicate telepathically with each of them without using an action. They understand any languages you do. Commanding any number of zombies takes a bonus action, and any zombies that weren't commanded will use their full movement to reach the closest enemy, and attack using Slam.

The zombies last 8 turns or until dispelled (no action required), where they crumble to bones and ash.

Shadow Manifest

At 1st level, you may use an action and a Manifest charge to change your form to a much more "spectral" appearance. You become semi-transparent, and float slightly off of the ground. Trails of ghastly green wisps appear along your body. Using your, frankly, unsettling appearance, you gain advantage on any Intimidation check made within the duration of this Manifest.

Either directly after using this Manifest or as a Bonus Action on any turn within the duration of this Manifest, you may fully become a shadow. Your appearance becomes near impossible to discern, now basically invisible to most eyes. A creature with Truesight can see faint hints of your existence, and can make an Investigation check (DC = 12 + Dex + Cha) to fully recognize that you're there. However, due to your current form, you are unable to speak vocally during this Manifest. Instead, you may communicate telepathically with anyone within eyesight. 

While fully invisible, you are able to cast any spell that doesn't have Somatic components. However, if anyone would be looking towards your direction during the casting of any spell, they are able to briefly see through your illusion. If they make an Investigation check (DC = 8 + Dex), they can confirm that you are there. Also while fully invisible, you gain the ability to teleport up to your movement speed a number of times equal to your Proficiency modifier.

This Manifest is active for a maximum of 4 rounds, immediately becoming visible again upon the end of your 4th turn.

Summon Manifest

At 1st level, you may use an action to summon a physical manifestation of Khorbok in a space within 5 feet of you. This manifestation is friendly to you, neutral to allies, and hostile to enemies. You may communicate telepathically with this manifestation. Use Khorbok's character sheet to determine its stats and actions (Khorbok's Stat Block). Its size is medium.

This manifestation acts independently of you, taking its own turn during initiative. Roll to determine when it acts. It can act on its own volition, basically acting as a second character in initiative. This manifestation lasts 3 turns before crumbling to dust, where you can use another charge of Manifest to revive it with full health.

However, if this manifestation were to get hit by any attack that deals over 10 damage, the manifestation immediately crumbles. It cannot be revived using a Manifest charge until a full round has passed since its "death".

Drain

Starting at 1st level, if you were to take the life of a biotic, living being (no constructs or zombies), you may regain a resource of yours.

With each life you take, you charge a little more necrotic energy within you, held in "spirits". This charge can be used to regain spell slots, Manifest charges, or HP, only at specific amounts of "spirits". A Summon Manifest of Khorbok can also take some of this necrotic energy, transferring it to you upon death. If you've dealt any damage to an enemy within 3 turns and it falls to 0 Health, you gain 1 Spirit. The maximum number of "spirits" you can have is equal to your Charisma modifier with a minimum of 1.


You may recover an amount of HP equal to the number of "spirits" being used multiplied by 2 by using an action.

You may recover a number of Manifest charges equal to the number of "spirits" being used divided by 2, rounded down by using an action.

You may recover a number of spell slots of levels adding up to your "spirit" count (Ex. 1 lvl one slot costs 1 "spirit", 1 lvl two slot costs 2 "spirits", etc) by using an action.

Sustain

Starting at 6th level, your bond with Khorbok grows stronger. 

You may add a permanent +5 to your walking speed, and increase your hit point maximum by 2d8. You also gain proficiency in Dexterity saving throws. Also, as a reaction to any attack, you may expend a Manifest charge to gain advantage on the saving throw being made. This may not be used if you already know the first roll, or if you know if you succeed.

Ageless

Upon reaching 10th level, you no longer age. You will remain at the same age you reached this level for the foreseeable future. You no longer need food and water to sustain yourself either. You also gain a resistance to Necrotic and Fire damage.

One With the Abomination

Starting at 14th level, Khorbok's influence flows throughout every vein and organ of your body. The necrotic energy stored within both you and Khorbok continues to sustain you in servitude of Khorbok.

If you were to drop to 0 health, instead of beginning to make Death Saving Throws, you may instead choose to immediately reinforce your un-life under Khorbok. A wave of Necrotic energy rushes out of your body, dealing 4d8 + your Charisma modifier to anything within a 30 foot radius of you, including allies. Additionally, count the damage dealt by this wave in total, and add it together. You regain the same number of hit points.

Once used, this feature may not be used again until a Full Day has passed.

Previous Versions

Name Date Modified Views Adds Version Actions
5/31/2024 6:42:43 PM
3
0
5e
Coming Soon