Warlock
Base Class: Warlock

At some point you had a vision of a strange being. This could have happened as you made eye contact with an odd looking person, touched a strange amulet you found while rooting through old boxes in your basement, or otherwise. You saw this being and it looked back at you, you immediately knew what you had to do. That being was the husk, a once omnipotent being that was stripped of it's power, what little it had left it imbued into you and compelled you to restore to it what it once had.


 

The Husk Quirks: (1d6)

d6 Result
1 Your eyes turn a pure and vibrant white
2 Your voice sometimes echos on itself, even in open areas
3 Your skin becomes pale
4 You have a fascination with the stars and the night sky
5 Blue vapors come out of your mouth when you exhale
6 You look normal, but the bones inside your hands sharpen to points

 

Ancient invocation

Your patron has imbued you with the knowledge of its power, allowing you to learn the following invocations provided the prerequisites are met.

 

Lunatic Blast

 Prerequisite: Eldritch blast cantrip

Your eldritch blasts turn a shade of pale blue and do an additional 1d6 psychic damage for each blast that hits

 

Lunar Visions
Prerequisite: 9th level

You grow a third eye in your forehead, giving you 30ft of truesight, additionally as a bonus action the eye can fire a phantasmal deathray with +6 to hit, dealing 4d10 force damage on a hit.

 

 

 

 

Ancient empowerment

Starting at 1st level when you accept the Husk as your patron, the palms of your hands cave in, and pale cyan eyes form where they once were. These eyes have vulnerability to all nonmagical damage while opened, and immunity to all damage while closed, the eyes share a health pool with you (i.e an eye taking damage means you also take equivelant damage and vice versa) and you can choose to either open or close the eyes on your turn as a free action, however this cannot be done twice in a single turn. While an eye is open its initiative is equal to yours, and it can fire off three phantasmal spheres as an action (+2 to hit, 1d6 force damage on hit, this damage increases to 2d8 at level 10, and 4d8 at level 20).

Lunar flares

The Husk imbues you with more of it's phenomenal power, invigorating you and allowing you to bring doom unto your enemies. Starting at 6th level you can use a bonus action to enter a strange state of being, heavily influenced by the Husk for one minute. In this form your teeth sharpen and thin to look like needles and your eyes glow with a strange pale light (this includes the eyes granted by any class features) additionally while in this state hostile creatures that start their turn within 10ft of you are scintillated by lunar flares erupting from your body, they must take a dexterity saving throw against your spell save dc or take 5d6 psychic damage on a failed save, or half as much on a successful save, additionally in this form when you hit a creature with a spell attack you may use a bonus action to infuse lunar energy into that spell, causing its damage to be increased by 3d6 force damage. You may use this ability once every long rest.

 

Celestial pillars

Through the pain of the husk you gain more and more power, being granted to you in exchange for its freedom. You can summon the jailers of the husk to do the same to your enemies, as an action you can summon one of the four celestial pillars to do your bidding, the pillar lasts for 5 rounds and has an initiative of 0, the pillar cannot be damaged by any means. Stats of individual pillars are below. You can use this feature once every short/long rest

Solar pillar

A grotesque construct of flesh and bulging orange veins, it embodies fire and pain. On the pillars turn it will lob a molten orb at the closest hostile creature within 30 feet of it, that creature must succeed on a dc13 dexterity save or take 6d6 fire damage on a failed save, or half as much on a successful one. This orb does damage in a 10ft sphere with the target in the middle and all flammable objects that aren't being worn or carried in the blast radius will be ignited.

Stardust pillar

A horrifying amalgam of grey matter and a deep blue shade of tentacles flailing about from it, it embodies fear and dominance. On its turn it will form a constellation above it, at the end of its turn the constellation will burst causing 8d6 radiant damage to all creatures within 10ft of the pillar with no saving throw, additionally all creatures affected by this will have to succeed on a dc15 wisdom saving throw or be frightened for the pillars lifetime. This pillar lasts for 3 rounds as opposed to 5.

Nebula pillar

You can barely comprehend the form of this pillar, only bright purplish-pink light can be seen in its place, it embodies magic and the planes of existence. On the pillars turn it will teleport to the nearest unoccupied space to a hostile creature within 75 feet, the pillar acts a conductor of magic, if a spell were to target the creature the pillar is next to, it will target the pillar instead (this applies to line magic, spells that specify targets, and targeted status effects) and upon connecting with the pillar it will arc to all creatures within 10ft of the pillar, additionally it will ALWAYS arc to the creature the pillar has teleported to most recently even if it is not within the pillars area of effect, spells that arc from the pillar this way will have advantage on attack rolls/the target will have disadvantage on saving throws involving the spell, and additionally it will inflict an extra 1d6 psychic damage.

 Vortex pillar

A disgusting tower of some strange incredibly viscous liquid, so dense that it looks solid even, strange pale green growths can be seen in random places on its surface, this pillar represents power and trickery. On the pillars turn the 7 growths on its surface will start to glow, following this the growths are launched off the pillar at the nearest hostile creature within 30ft, if no target is found nothing will happen and the pillar will remain motionless. If a target is found the growths converge on it and explode, each individual growth requires a dc12 dexterity saving throw from the creature, taking 1d8 force damage on a failed save, or no damage on a successful one.

 

Nunc et non morieris

The Husks power continues waning, it gives you one final blessing to finish the job and free it. Starting at 14th level you can invoke the magic that jailed the Husk and use it on your foes, as an action you can summon a celestial sigil in a place you can see within 30ft, on your next turn after you summon the sigil, all creatures within 20ft of it must succeed on a dc18 dexterity saving throw or a gleaming yellow chain will extend from the sigil and grab them, this chain does 6d10 force damage every round it is wrapped around a creature, the creature is considered grappled by the chains (escape dc18), and additionally the chains can be broken by a successful dc16 strength check provided the creature attempting to break the chains is not grappled by them. The sigil will only send out the chains once, and the chains last until they are broken or dispelled, the creature the chains are binding gets resistance to all damage that is not inflicted by the chains or psychic damage while grappled, additionally if you are in lunar flare state you can select up to 4 creatures that will not be affected by the sigil upon casting it. If the sigil itself is broken (dc10 strength check) a large fragment of the husk is freed and all creatures bound by the chains must succeed on a d17 wisdom saving throw or take 10d10 psychic damage immediately or no damage on a successful save, and the chains will be dispelled. This ability can only be used once every long rest 

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