Base Class: Warlock
As the story goes, an adventurer who sought to escape doom by abandoning his party attempted to hide within a bag of holding. When he tried to leave, he found himself trapped and lost amid an increasingly number of extradimensional storage spaces. Over time, the strange forces of this magical in-between place transformed him into a monstrous creature. Now, every night, the Bagman slips out from a random bag of holding in an attempt to locate the home he lost all those years ago. And if he doesn't find that sought after place of safety and comfort... he drags someone back into the bag with him leaving behind only a small trinket from his kingdom of lost junk.
Thought by many to be a superstition to scare children or a simple urban legend, the Bagman most assuredly real, and you have learned this first hand. At some point in your life, you were awoken in the night to find the Bagman's twisted, monstrous figure looming among those fast asleep. It was here where you struck a deal.
Perhaps you bargained to save a loved one from the Bagman's grip, or maybe you negotiated for your own release from his icy claws. Whatever the case may be, the Bagman has allowed you to seep his arcane powers... and it will surely affect you, as well.
Expanded Spell List
1st-level Bagman feature
The Bagman 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.
Bagman Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | Inflict Wounds, Sleep |
| 2nd | Pass Without Trace, Silence |
| 3rd | Bestow Curse, Blink |
| 4th | Evard's Black Tentacles, Greater Invisibility |
| 5th | Bigby’s Hand, Modify Memory |
Grasping Hands
1st-level Bagman feature
You can magically summon the hand of The Bagman that strikes at your foes. As a bonus action, you create a 10-foot-long arm at a point you can see within 60 feet of you. The arm lasts for 1 minute or until you use this feature to create another arm.
When you create the arm, you can make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. When you reach 10th level in this class, the damage increases to 2d8.
As a bonus action on your turn, you can move the arm up to 30 feet and repeat the attack. You can summon The Bagman's arm a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Otherworldly Fortitude
1st-level Bagman feature
You no longer need to eat or drink, and can hold your breath a number of minutes equal to 10 times your Warlock level.
Non-Euclidean Anatomy
6th-level Fathomless feature
Your body feels unbound by the rules of the material plane. You gain resistance to cold damage. In addition, you can squeeze through a space as narrow as 1 inch wide.
Bag of Belonging
6th-level Bagman feature
Your connection to the Bagman's arcane force allows you to siphon his power to create Bags of Holding. Over the course of a 1 hour ritual, you can turn any non-magical bag into a special kind of Bag of Holding. This special item functions identically to a regular Bag of Holding except it can hold 1000 pounds, not exceeding a volume of 100 cubic feet. This ritual can be performed during a short or long rest, and it destroys any Bag of Holding previously created in this way. The old Bag of Holding is destroyed, and its contents spill forth unharmed wherever the old bag is located.
Additionally, you can spend an Action to enter inside any Bag of Holding as long as you are within 5ft of it and do so while in dim light or darkness. You can remain inside the Bag of Holding up to a number of hours equal to twice your proficiency bonus. You exit the vessel early if you use a bonus action to leave, if you die, or if the vessel is destroyed. When you exit the vessel, you appear in the unoccupied space closest to it. You can use this ability once per day, resetting at dawn.
While inside a foreign bag of holding, you can spend 1 hour investigating the space to learn the contents of the bag, but you cannot remove any items you find inside when you exit the bag.
Misshapen Monstrosity
10th-level Bagman feature
You manifest the Bagman's horrific, twisted visage, and contort your body in kind. As a bonus action, you transform for 1 minute. You gain the following benefits while transformed:
- You gain temporary hit points equal to 1d8 + your Warlock level
- Your size increases to Large
- You gain the Reach property
- Once on your turn, when you hit a creature with an Unarmed Attack roll, you can force it to make a Strength saving throw. If the saving throw fails, the target gains the Restrained condition.A creature restrained in this way may repeat this saving throw at the end of each of its turn. If you are in Dim Light or Darkness, the target creature rolls these saving throws at disadvantage. You may only have one creature Restrained in this way at a time.
- While in Dim Light or Darkness, moving through nonmagical difficult terrain costs you no extra movement, and your speed is not reduced when carrying another creature.
- While in Dim Light or Darkness, your make stealth checks at advantage.
You can transform a number of times equal to your proficiency bonus, and you regain all expended uses at dawn.
Extradimensional Relocation
14th-level Fathomless feature
You can magically open temporary conduits through extradimensional space. As an action, you can teleport yourself and up to five other willing creatures that you can see within 30 feet of you. Amid a whirl of grasping arms, you all vanish and then reappear up to 1 mile away next to an acceptable container you have seen or within 30 feet of it, each of you appearing in an unoccupied space within 30 feet of the others. An acceptable container is defined as being an object you are familiar with that is Large or smaller, is made of opaque walls, and has a bottom (although a lid is not necessary).
Once you use this feature, you can’t use it again until you finish a short or long rest.
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