Warlock
Base Class: Warlock

Casting your faith and desire into the vast emptiness. Something has answered the call. An ancient god of eons past has taken an interest in you. You make an offering, and strike a bargain. Only a drop of this entities blood flows through your veins. But even a drop is enough to make your veins feel like they are on fire. You draw upon powers beyond your understanding. Perhaps they can prove of use?...

Unnatural Vigor

Starting at 1st level, you gain a potent regenerative factor and draconic traits, as your body accommodates the Eldritch blood residing within you. Granting you the following abilities:

-You heal for a d4 every hour. This healing factor will close mortal wounds and regrow missing organs, but will not grow new limbs. Once every short rest you can push your healing factor into overdrive. You heal a d6 at the start of your turn for one minute even if your unconscious. After this abilities activation your regenerative factor stops working until an hour has passed.

-Your skin becomes unnaturally durable. Your AC becomes 13+ your charisma modifier.

-Your fingernails sharpen into durable claws. You gain a claw attack that does a d8+ your charisma modifier.

Eldritch Features

At 6th level, your draconic features take on otherworldly appearances. Granting you the following abilities:

-Once per short rest an action, you gain a flight speed equal to your walking speed as draconic wings appear on your back for the next minute, though they are ethereal and display many sets of disembodied draconic eyes that some may find unsettling. Upon first activating this ability, all enemies within 20ft of you that can see you must make a wisdom save or be frightened until the end of your next turn.

-Your healing factor has improved, your passive healing increases to a d6 every half hour and your activated healing ability increases by to a d8. Additionally, you have found that your unnatural biology allows you to use your Eldritch blood to harm your enemies or help your allies. You have access to the following options:

  • Harm: as a bonus action, you harm yourself for 1d8 of necrotic damage. The next attack you make in that turn does an extra d10 of fire damage.
  • Help: as an action, you damage yourself for 1d8 of necrotic damage and heal a chosen ally you can touch for 1d8.

-Your skin has gained an otherworldly naturally to it. It appears normal but shifts in response to danger. You cannot be surprised so long as your conscious as your skin armors itself with scales in response to danger.

Draconic Avatar

At 10th level, you gain the ability to call upon the power of dragons to use their power to harm your enemies. Granting you the following abilities:

-A number of times per short rest equal to your charisma modifier, as an action you can create and use a breath weapon from the options below.

  • Type: your breath weapon can either be a 20ft cone, 20ft sphere in a spot you can see within 30ft, or a 20ft line.
  • Damage: your breath weapon can be one of the following, fire, cold, acid, lightning, or poison

-A number of times per short rest equal to your charisma modifer, you can use an action to shift your scale color and gain resistance to the damage type associated with that dragon type for one minute. You can only have one dragon scale color at a time. The options are shown below:

  • Black, Acid
  • Blue, Lightning
  • Brass, Fire
  • Bronze, Lightning
  • Copper, Acid
  • Gold, Fire
  • Green, Poison
  • Red, Fire
  • Silver, Cold
  • White, Cold

-Additionally, your innate healing factor has increased to 1d8 every 10 minutes and your activated healing factor increases to a d10 every round.

Threatening aura

At 14th level, you gain a fear aura like a dragon to a range of 30ft. Any enemy entering the aura for the first time or starting it's turn there must make a wisdom save or be frightened for the next minute. While frightened in this way, you have advantage on attack rolls and spell attack rolls against those targets. If an enemy succeeds on the saving throw they are immune to the fear aura for 24 hours.

Once per short rest as an action, you shift into a form that is terrifying to behold. Any enemy that can see you must make a wisdom saving throw or be paralyzed with fear until the end of your next turn.

Your healing factor has reached its pinnacle. Your passive healing factor increases to 1d10 every minute, and your activated healing increases to 1d12 every round. Your healing factor can now regenerate lost limbs and appendages.

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