Warlock
Base Class: Warlock

Not all warlocks seek power or knowledge when looking for patrons. Those of the Strangelimb most often suffer a defeat or accident resulting in the loss of an arm, whether they be laborers or soldiers. In a world where your hands do everything, the glory of battle or the praises of your devotion at home rarely bring food to your family or real acceptance of your condition. While most adventurers know someone with the Divine magic necessary to grow even limbs back, you come from a modest background often unable to pay the steep price for such services. Instead, after following rumors of an entity restoring even body parts for the only price you can afford, you've found yourself blessed or perhaps cursed with a new arm made from an otherworldly essence capable of the impossible. However, your bodily integrity may very well come at the price of your honor, as the entity who endowed you with your curious new limb demands you use it to further their investigation on the mortal realm.

Those who gift Strangelimbs find themselves piqued by the beings in the mortal realm, fascinated by their ingenuity and deeply interested in what differentiates them from other creatures such as fiends or angels. They grant the prosthetics in an effort to understand every intricacy in how mortals move and create, along with giving sets of abilities designed to test creativity and ensure the longevity of their research. Any entity with a tendency towards boredom and a fixation on the mortal realm can become a Strangelimb giver, though the sentient arms often find themselves more than literally attached to their owners after enough time.

Expanded Spell List

The Strangelimb 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.

Strangelimb Expanded Spells
SPELL LEVEL SPELLS

1st

absorb elements, grease

2nd

blur, detect thoughts

3rd

nondetection, life transference

4th

vitriolic sphere, fabricate

5th

arcane hand, dominate person

Touches of the Unnatural

Prosthetic Functions

Your Strangelimb has a number of supernatural abilities, with their usage taking a toll on its endurance. You can use these to augment your physical attributes, grant yourself the ability to reach points otherwise unavailable for access, and find ways around obstacles limited only by your imagination. At level one, you learn to use two Prosthetic Functions.

Endurance Points

Your Strangelimb can only exert itself so many times. You have endurance points equal to your Charisma modifier and gain another endurance point every two levels. Endurance points are expended when you use Prosthetic Functions, and you regain all of your endurance points every long rest.

Saving Throws

Some of your Prosthetic Functions require a target to make a saving throw to resist the Prosthetic Function's effects. The saving throw DC is your spell save DC, which can be calculated as follows:

Prosthetic Function save DC = 8 + your proficiency bonus + your Charisma modifier.

Prosthetic Function: 

Augment:

Your Strangelimb manifests additional mass to assist you with a physical task. You can add your Charisma modifier to one ability check you make with Strength, Dexterity, or Constitution in the next ten minutes. This tool takes a bonus action to perform and costs two endurance points.

Grow:

Your Strangelimb grows to suit the task at hand. You can extend your limb ten feet per endurance point and pull yourself to an unoccupied space within range as a bonus action. If you decide to not use your arm as a method of transportation, you can force a creature within the range you've extended your arm to make a Strength saving throw. On a failed save, you can move the target to an unoccupied space anywhere within range. 

Aside from these two options, you may utilize grow as an improvisational tool. For inspiration, you may flood locks with your arm as a makeshift key to open doors, or perhaps pick a pocket from a longer range than you otherwise could. The possibilities are endless.

Pact Boon Symbiosis

Your Strangelimb has become accustomed to your Pact Boon and can utilize your Boon to create a new Prosthetic Function.

Pact of the Blade: 

You've become more used to the unusual weight of your prosthetic arm and can now wear heavier armor than before. You gain proficiency with medium armor, shields, and martial weapons. 

 Your Strangelimb has become bonded to your pact weapon and can consume enemies slain with it. For each hostile enemy you kill or reduce to 0 HP with your pact weapon, you gain one endurance point and HP and temporary HP equivalent to your Charisma modifier. You've also become used to Augment and Grow and can now combine them to create Vicious Extension, a new Prosthetic Function.

Vicious Extension:

You add ten feet of reach to your weapon per endurance point and can add your Charisma modifier to the attack and damage rolls as a bonus action. These bonuses last until the start of your next turn and cost a minimum of three endurance points. For each endurance point you add, your weapon gains another ten feet of reach. 

Pact of the Tome:

 Your Strangelimb has become bonded to your Book of Shadows and allows damaging cantrips that can't be found in the warlock spell list to either deal necrotic damage instead of their normal damage type or ignore resistance. You can also add your Charisma modifier to their damage rolls or spell DCs. Finally, your Strangelimb's fusion with your Book of Shadows allows you to mimic spells from any spell list for a hefty price using Spells of the Stranger.

Spells of the Stranger:

You can cast a spell of third level or higher from any spell list without expending spell slots, but you can only mimic two unique spells. For example, you can cast Fireball and Lightning Bolt until you run out of the necessary endurance points, but you can't cast different spells with this feature until you change the spells with a long rest. You can decide to pick different spells every long rest, and casting spells with Spells of the Stranger costs twice the spells level in endurance points.

 Pact of the Chain: Familiar Fearlessness

 Your Strangelimb has grown fond of your familiar and can grant your familiar some biomatter of its own for protective purposes. You can fuse a part of your Strangelimb to your familiar for a somewhat permanent reduction in endurance points with Familiar Fearlessness.

Familiar Fearlessness:

You can share your AC and give your familiar temporary HP by gifting it a portion of your Strangelimb. Your familiar gains temporary HP and maximum every time you do, but theirs can stack provided the temporary HP comes from different sources. For example, a Warlock using the Fiendish Vigor invocation to grant themselves 1d4+4 of temporary HP counts as a unique source, but casting False Life repeatedly will only grant the familiar one effect of the many castings. A party member casting Aid to give you 5 extra maximum and temporary HP counts as another unique source, stacking with the False Life.

Finally, the familiar's presence becomes more confusing. Every time it performs the help action, the opponent it is distracting also gains disadvantage on their next attack. Familiar Fearlessness reduces your endurance point total by 3 endurance points until you take the portion back and take a long rest.

Shield of the Strange

At level six, you've learned to transform your Strangelimb into a massive shield, allowing you to bolster your defenses. You've gained another Prosthetic Function called Supernatural Shield.

Supernatural Shield

When another creature attacks you, you can use your Strangelimb to create a barrier of biomatter. Until the start of your next turn, you gain a +2 bonus to AC and saving throws per endurance point you spend up to a maximum of +6 and three spent endurance points, including against the triggering attack. You must use this feature before you know if the attack hits or not.

Prosthetic Mastery

Starting at 10th level, you've spent enough time with your Strangelimb to resist attacks with similar properties. You gain resistance to necrotic damage.

In addition, you've gained enough experience with your prosthetic arm to perform feats of impressive skill, allowing you another prosthetic function in Prosthetic Projection.

Prosthetic Projection:

You can now redirect ranged attacks by expanding your Strangelimb to smother and throw both physical and magical projectiles. When attacked by a projectile or spell that has a range greater than 15 feet, you can use your reaction to smother the attack. When you do so, you reduce the damage by 10 per endurance point + your Charisma modifier + your warlock level. If you reduce the damage to zero, you can throw the projectile back and double the damage die if it is a physical projectile like an arrow or thrown weapon. If the attack is a spell and you reduce the damage to zero, you can cast the spell yourself without a cost and add your warlock level to the damage roll.

This function costs 1 endurance point for every 10 you subtracted from the damage of the projectile plus another 1 endurance point for the initial extension. 

Dependent Destruction

Your prosthetic has observed your actions and become fully devoted to you, allowing it to mimic your figure and enhance your power with its final Prosthetic Function, Biomass Bastion.

Biomass Bastion

Your Strangelimb is willing to exert itself to its fullest for you and can enlarge enough to create a new and massive form that matches yours and wraps around you. While inside of it, you gain an extra 10 ft to reach to your weapon for the duration, 5 temporary HP per endurance point you have upon entering, deal an extra 1d8 of necrotic damage with your melee attacks, and your size becomes Large. You stay within this form either for a minute or until you run out of temporary HP and expend all of your endurance points upon using Biomass Bastion. Any temporary HP you have at the end of Biomass Bastion you regain as normal HP. You can only use this feature once per long rest. 

Additional Eldritch Invocation

A Warrior's Necessity:

Prerequisite: Pact of the Blade, Strangelimb or Hexblade, 6th level

You gain proficiency in heavy armor and +1 to Strength.

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