Base Class: Warlock
Devoured Divination
The gifts your patron grants you are both dark and powerful, and an offering of blood, bone, and flesh must be made. Consuming the flesh of a humanoid, now called a Devoured, allows you to see through the fog of time.
Starting at 1st level, when you feast upon a Devoured (if the Devoured is a corpse they must have perished within 24 hours) you are granted a glimpse into the individual's life and mind. This perverse psychometry grows as your connection and devotion to your patron does.
At level 1, you see glimpses into the immediate past of the Devoured, usually no more than 5 minutes. If perished, these usually are the last moments of the Devoured’s life. These images tend to be difficult to discern, but a DC 13 Intelligence check can help to decipher the chaotic flood of images and memories. This ritual takes one minute to perform and fails if interrupted.
At level 5, you see further into the beings past, usually no more than an hour, no DC is required for this as you have learned how to organise and control the turbulent memories. You also now have learned how to probe deeper into the mind, with a DC 15 Intelligence check you can ascertain items that were of importance to the individual, and their location last known to the Devoured. With this information, you are granted advantages on any skill checks related to locating the specific item or object. This ritual takes ten minutes to perform and fails if interrupted.
At level 10, the macabre art of delving deep into the mind of those consumed has become nearly second nature. Again, you are able to see even further, now able to exceed 12 hours of the Devoured’s past. Your understanding of the items or objects linked to the Devoured no longer requires a DC Intelligence check. Your power grows, now allowing you to hunt through the mind of the Devoured for a specific memory contained. You must have some form of information regarding the memory you are searching for, such as a date, another person the Devoured interacted with, etc. A DC Intelligence check of 20 allows you to glimpse the memory, however only briefly. This ritual takes one hour to perform and fails if interrupted.
At level 15, your wrath matches that of your patron, as does your power of the Devoured. No DC is required for any of the previous rituals, as they again grow stronger. When you feast upon a Devoured you now have the ability to assimilate the entirety of their mind, drawing into you their memories, their personality, and their knowledge. You can only have one Devoured assimilated at a time. This ritual takes eight hours to perform and fails if interrupted.
Butchers Blade
At 1st level you may make one weapon your Butchers Blade. The Red Prophet has imbued it with properties that allow you to turn your bloodlust into art. You may use your Charisma for attack rolls and damage instead of Strength
Know Your Quarry
At 6th level when you make a weapon attack with your butchers blade you may draw knowledge from the creature as your steel cuts their flesh pulling knowledge from their flesh and skin. After attacking the creature you may learn one of the creature's Damage Vulnerabilities, Damage Resistances, Damage Immunities, and Condition Immunities. Or you may learn the aspects of one of the creatures actions. If you have seen it use the action you may ask specifically otherwise your DM determines which action you learn. You may use this ability twice. At 13th level you gain 3 uses. At 17th you gain four. You regain all charges back on a long rest.
Skin Graft
At 10th level when you use your Devoured Divination feature on a creature who has been dead no more than 1 hour you may choose a certain part of the body to consume and take some of the residual energy and learn how to process it into your own body for you to use for yourself. When you Devour a creature you may take one of the actions from their stat block that don't require equipment or recharge and memorize this action. Once memorized you may use these actions as part of your attack action. You use the creatures stat information to attack and for damage. You may only memorize four actions in this way. Upon trying to memorize a fifth action you must forget one of those actions to make room for the new ones. The changes last until the start of your next turn. You may use this ability a number of times equal to your Charisma Modifier. You regain charges on a long rest.
Path to Perfection
At 14th level your ability to skin graft your body using life energy has reached the point of mastery. When you use your skin graft feature the change now lasts for 1 minute. You may have as many manifestations equal to your Constitution modifier. You may dismiss any skin grafts at will.
Expanded Spell List
The Hexblade 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.
Hexblade Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | bane, false life |
| 2nd | gentle repose, alter self |
| 3rd | haste, speak with dead |
| 4th | locate creature, private sanctum |
| 5th | steel wind strike, seeming |
Devoured Divination
Devoured Divination
The gifts your patron grants you are both dark and powerful, and an offering of blood, bone, and flesh must be made. Consuming the flesh of a humanoid, now called a Devoured, allows you to see through the fog of time.
Starting at 1st level, when you feast upon a Devoured (if the Devoured is a corpse they must have perished within 24 hours) you are granted a glimpse into the individual's life and mind. This perverse psychometry grows as your connection and devotion to your patron does.
At level 1, you see glimpses into the immediate past of the Devoured, usually no more than 5 minutes. If perished, these usually are the last moments of the Devoured’s life. These images tend to be difficult to discern, but a DC 13 Intelligence check can help to decipher the chaotic flood of images and memories. This ritual takes one minute to perform and fails if interrupted.
At level 5, you see further into the beings past, usually no more than an hour, no DC is required for this as you have learned how to organise and control the turbulent memories. You also now have learned how to probe deeper into the mind, with a DC 15 Intelligence check you can ascertain items that were of importance to the individual, and their location last known to the Devoured. With this information, you are granted advantages on any skill checks related to locating the specific item or object. This ritual takes ten minutes to perform and fails if interrupted.
At level 10, the macabre art of delving deep into the mind of those consumed has become nearly second nature. Again, you are able to see even further, now able to exceed 12 hours of the Devoured’s past. Your understanding of the items or objects linked to the Devoured no longer requires a DC Intelligence check. Your power grows, now allowing you to hunt through the mind of the Devoured for a specific memory contained. You must have some form of information regarding the memory you are searching for, such as a date, another person the Devoured interacted with, etc. A DC Intelligence check of 20 allows you to glimpse the memory, however only briefly. This ritual takes one hour to perform and fails if interrupted.
At level 15, your wrath matches that of your patron, as does your power of the Devoured. No DC is required for any of the previous rituals, as they again grow stronger. When you feast upon a Devoured you now have the ability to assimilate the entirety of their mind, drawing into you their memories, their personality, and their knowledge. You can only have one Devoured assimilated at a time. This ritual takes eight hours to perform and fails if interrupted.
Hex Warrior
At 1st level, you acquire the training necessary to effectively arm yourself for battle.
The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type.
Know Your Quarry
At 6th level when you make a weapon attack with your butchers blade you may draw knowledge from the creature as your steel cuts their flesh pulling knowledge from their flesh and skin. After attacking the creature you may learn one of the creature's Damage Vulnerabilities, Damage Resistances, Damage Immunities, and Condition Immunities. Or you may learn the aspects of one of the creatures actions. If you have seen it use the action you may ask specifically otherwise your DM determines which action you learn. You may use this ability twice. At 13th level you gain 3 uses. At 17th you gain four. You regain all charges back on a long rest.
Skin Graft
At 10th level when you use your Devoured Divination feature on a creature who has been dead no more than 1 hour you may choose a certain part of the body to consume and take some of the residual energy and learn how to process it into your own body for you to use for yourself. When you Devour a creature you may take one of the actions from their stat block that don't require equipment or recharge and memorize this action. Once memorized you may use these actions as part of your attack action. You use the creatures stat information to attack and for damage. You may only memorize four actions in this way. Upon trying to memorize a fifth action you must forget one of those actions to make room for the new ones. The changes last until the start of your next turn. You may use this ability a number of times equal to your Charisma Modifier. You regain charges on a long rest.
Path to Perfection
At 14th level your ability to skin graft your body using life energy has reached the point of mastery. When you use your skin graft feature the change now lasts for 1 minute. You may have as many manifestations equal to your Constitution modifier. You may dismiss any skin grafts at will.
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