Base Class: Warlock
To be cursed means you must first have something to lose, whatever it is, the ancestors promise they can return it. The ancestors teach and imbue the new generations with the knowledge they earned in life, through the pieces they helped put back together. The longer you live, the better protectors you can summon to prolong yourself. Minions aren't enough to keep you safe forever, however. In addition to making monstrous bodyguards, your body, especially the piece you regained, is far less tangible and can be molded to an extent. Lost a finger? Replace it with a claw. A hand? Make a hidden dagger in your wrist. An arm? Split your new one in two. Think unconventionally. And, when you reach the age to teach, you can pass on your knowledge to those who come after.
Level 3: The First Lesson.
You gain the Harvest and Proselytization actions, letting you reap the bodies and souls of those you’ve vanquished for materials to bend to your will. Harvested materials are stored in a material well on the caster’s body.
Level 3: The Second Lesson
You gain a spell to create a visually distinct creature whose CR is half your warlock level or lower and at certain levels, you gain access to the mutilated monster tables which do not follow that trend.
The monsters unique to you are as follows:
| Warlock Level | Monsters Available |
|---|---|
| 3 | Summonlings, Beast Summons |
| 8 | Summonlings, Beast Summons, Crooked Summons |
| 12 | Summonlings, Beast Summons, Crooked Summons, Horrid Summons |
| 18 | Summonlings, Beast Summons, Crooked Summons, Horrid Summons, Serpent Summon |
Level 6: The Third Lesson
You can turn Summonlings into any tool or weapon type you desire. Additionally, you can consume Summonlings giving you their HP as temporary HP and hosting your strength score by 1 for every 5 Summonlings for one minute.
The Fourth Lesson
Your material well gains some level of sentience and can freely set and execute actions as specified.
Your material well can have its own actions and reactions in combat acting in your initiative and can be dropped to carry out a task individually with its own initiative. And, to swade those who don't have the better judgment not to eat random shit, the blood of the well is poisonous and those who attempt to eat it will take 3d8 of poison damage.
The material well has health equal to the health of the Summonlings used to make it, plus the number of bones stored. The well has a strength score equal to 8 + the number of Summonlings and flesh held divided by five, rounded down. The well has a Dex score equal to 5 + the number of Summonlings and Soul-Bound Gems in thirds, rounded down. The Con of your well is the number of bones and Summonlings divided by five. Int, Wis, & Cha are all the number of Soul-Bound Gems, in summonlings and loosely stored, divided by three, plus 8. Every score caps at 25, however, it can only make a number of actions a day equal to your strength modifier, and can only make reactions and out-of-combat interactions a number of times equal to your Dex modifier.
| Actions | Other |
|---|---|
| Action: Mele attack, Bite, 2d12+Str peirce | Store: The well can act as another form of storage for a day |
| Action: Trap, Drops 2 Summonlings to set up a spike trap in a 5ft square. 4d8 Peirce when stepped on or half as much on a save, (Dex: 15). | Detox: The well uses its own bodymass to help its user recover from Poison and effects like it |
| Reaction: Catch, the user makes a Dex 17 save to catch an attack on themselves or someone else within their walking speed in the material well, dealing damage to the material well instead. | Interact with Objects |
| Action: Mele attack, Sucker Punch, (Str Mod)d12 Bludgeoning damage | Advantage Intimidation Checks |
Level 10: The Fifth Lesson
You gain the ability to harvest the effect from a weapon or item to be burned in Mutilation or stored for later. The Summonling the effect is stored in is visually distinct and can be utilized by other players.
Level 14: The Final Lesson
The sum of everything you've learned thus far is poured into this one key moment. Collins reproduce their curse in two ways, procreating and making pacts. There's no guarantee a son or daughter of the Collins will take in the curse, so, in making dealings with the dead and bringing them back to their prime, you can grow your power through others' work and Patron the next generation of curse bearers.
You spend seven days and seven nights communing with the soul of those you wish to Patron. Deals with Patrons can offer different benefits for both parties.
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