Warlock
Base Class: Warlock

the adventure time stag has taken notic of your potential

Unsettle

When you choose this subclass at 3rd level, your pupils grow wide, empty, and soulless and you sprout a pair of large bony antlers from your scalp. While a creature with a size one larger than yours or less can see you, you gain advantage on Intimidation and Deception Checks made against that creature

Bony Grow

When you choose this subclass at 3rd level, you can use the antlers that grow from your scalp as weapons in combat. Whenever you make an Unarmed Strike, you can choose to attack with your antlers instead, dealing 1D8 Piercing Damage. You always count as Proficient in Unarmed Strikes when attacking with your antlers. 

 

If you move at least 15 feet in a straight line before making an attack with your antlers, they deal an additional 1D8 Piercing Damage. This damage is increased by a further D8 at 6th level, 10th level, and 14th level.

Resin Shaper

Upon reaching 6th level the Stag has taught you to create and shape resin growths to aid you in combat and travel. You can spend 18 seconds focusing on the creation of a resin shape that fits wholly within a 5 x 5 x 5 foot cube. Once completed your resin shape will remain malleable for one minute, being destroyed if it takes any damage. After that minute, the resin hardens into a stone like state, with an Armour Class of 10,Hit Points equal to twice your Warlock Level, resistance to Bludgeoning, Piercing, and Slashing Damage, Immunity to all other damage excluding fire, and vulnerability to Fire Damage.  The Resin automatically dissolves after 1D4 Days.

Entrapment

At 10th level, the Stag has acknowledged your potential and furthered your resin shaping potential. While a creature is incapacitated and with your reach of touch you may attempt to encase that creature in your resin. You can spend a number of turns shown below based on the target's size to encase them in your resin. 

  • Tiny: 3
  • Small: 6
  • Medium: 12
  • Large: 24
  • Huge: 48
  • Gargantuan: 96

 

While a creature is encased in your resin, it does not count as alive or dead, but instead is considered to be in a kind of stasis. While in this state, all of the creature’s bodily functions are ceased, and it does not need to eat, sleep, drink, breathe, or perform any of the other normal activities associated with life. Once encased in this way, a creature will remain in this state until it is splashed with water or completely submerged for 18 seconds or 3 consecutive rounds of combat, at which point it will be freed.

Strength of the Deer

Upon reaching 14th level, the Stag imbues you with its utmost power and confidence. The time it takes to fully encase a creature with your “Entrapment” feature is reduced by half. For each creature you have encased with your “Entrapment” Feature, you increase your Spell Attack Modifier and Spell Save DC by 1 to a maximum total bonus of +3 from this feature. Additionally you gain any Damage Resistances that a creature you have encased possesses. While you have a creature of size or large or more encased increase your Strength Score by 2. While you have a creature of size or Medium or smaller encased increase your Dexterity Score by 2.

 

Additionally you grow more deer like in appearance, growing a snout and tail, and have your shape in small black dots, as well as your antlers further growing. You gain advantage on all Charisma Checks and Saving Throws, immunity to being charmed, and have advantage on Saving Throws made against being put to sleep by magical effects. 

Previous Versions

Name Date Modified Views Adds Version Actions
1/20/2026 3:10:10 AM
1
0
--
Coming Soon
1/20/2026 3:10:20 AM
1
0
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes