Base Class: Warlock
At some point in your life you made a pact with the Lizardfolk Cyborg Lich Fey Illithid Demon Devil Sorcerer known as Cyzil. Maybe you wanted to buy a magic item from his forge but didn't have the money for it, or maybe you just wanted magical power, or maybe you're just insane. Who knows, who cares? You blow stuff up, look cool, and give him fingers from your kills, and he gives you magical power. Win/win situation.
Reflection of Cyzil
Cyzil grants you scales and fangs. While not wearing any armor, your AC is 13 + your dex. You can use your fangs to bite enemies, you can choose to use your strength or charisma (whichever one is higher). On a hit you deal 1d6 + strength or charisma. Once per short rest you can use this bite as a bonus action, when used in this way on a hit you gain temporary hitpoints equal to half the damage done.
Extended Spell List
As a patron of Cyzil, you are allowed to choose from any spell on the sorcerer list when you learn a new warlock spell. (The sorcerer spell being chosen being equal to your spellcasting ability).
Test of Devotion
Cyzil rewards those who prove their devotion, granting them additional magical power, though proving this devotion is no easy task. As a bonus action, you can choose to bite off up to four fingers of your left hand. You can choose to bite off 1 finger, dealing a d6 of damage to yourself and granting yourself advantage on the next check or save you make, 2 fingers, dealing 2d6 damage to yourself and teleporting 20 ft in a direction of your choice, 3 fingers, dealing 3d6 to give yourself advantage on the next two attacks you make, or you can choose to bite off 4 of your fingers, dealing 4d6 to yourself allowing you to add your charisma modifier to all damage rolls you make until your next long or short rest (this stacks with agonizing blast). None of the damage dealt from biting off your fingers can be reduced. Your fingers will magically regenerate after your next long or short rest.
If you have lost more than 1 finger, if you have a climbing speed it is reduced by half, and if you do not, 5 ft of movement when it comes to climbing equals 15. You will not be able to use certain items that require 2 hands. You cannot wield anything in the wounded hand, and you will have disadvantage on strength checks that rely on the usage of both hands.
Chaotic Deflection
At 6th Level, you begin to learn how to better harness the chaotic gifts of your patron. You can use your reaction to summon a magical barrier to negate any damage done to you or anyone within 10 ft of you (for example if someone near death is shot by an arrow or you are all hit a dragon's breath weapon). Upon doing so, you must roll on the Wild Magic table. If you have four fingers bitten off when you raise this barrier, you gain +2 temp HP for every person you protect with the barrier.
Once you use this ability you can't use it again until your next long or short rest.
Mark of the Mad Lizard
At level 10 the glowing mark of Cyzil is branded onto your right hand to mark you as one of his champions. As a result, you gain advantage on persuasion and intimidation rolls when speaking with Lizardfolk, and you have expertise in intimidation when speaking to Ice Toads (Death to Ice Toads). Additionally, you take half damage when biting off your fingers.
Aspects of Cyzil
At level 10 your body begins to warp as you become more like your patron. Choose perception or survival, you now have expertise on that skill. You also choose one of the aspects of Cyzil you wish to embrace, Lizardfolk Champion, Illithid, Lich, Fiend, Cyborg, or Fey. You can switch out this choice on a long or short rest.
At level 16 you can combine two of these aspects, embracing even more of your patron's chaos.
Cyborg
Body parts of your choice are magically replaced with two magically enhanced cybernetics of your choice:
Cybernetic Eyes: You gain a +4 to perception checks, you can cast Detect Magic and See Invisibility at will, you have 120 ft of dark vision and 30 ft of being able to see through magical darkness (if you have devil sight add it to the 30 ft). You can use an action to grant yourself 30 ft of true sight for 1 minute, after you do so you cannot use this action again until you finish a long or short rest.
Cybernetic Arms: You can use your charisma instead of strength when it comes to strength checks and saves where you use your arms. You can use these arms to make unarmed strikes, dealing 1d8 + your charisma on a hit. You are proficient in any weapon that you use with these arms and can use your charisma to attack with them. You also gain a grappling hook with 40 ft reach, which you can use to pull yourself to surfaces or pull things/people to you. You can also cast firebolt as a bonus action, firing it from a built in cannon.
Cybernetic Legs: You gain +10 movement speed and your jump is determined by your charisma instead of your strength. You are also able to run up walls though if you end your turn that way you will fall. You can cast the Jump spell as a bonus action an amount of times equal to your charisma modifier.
Armored Plating: You gain medium and heavy armor proficiency and +2 AC while wearing armor. You take half damage from poison and necrotic. You take -2 damage from bludgeoning and slashing, and you add your charisma to strength saves to avoid being knocked down or moved. RIP your swimming speed if you had one though, don't fall in water any time soon pal. Your movement speed is also decreased by 5. You can cast shield an amount of times equal to half your charisma modifier (rounded up).
If you have 4 fingers bitten off when in cyborg form, you can choose three cybernetic enhancements instead of two.
Fey
The most chaotic of Cyzil's aspects. You cannot be put to sleep even through magical means and you can teleport 40 ft as an action. You gain the ability to cast Chaos Bolt an amount of times equal to your charisma modifier and you can cast Command, Enemies Abound, Major Image, and Dissonant Whispers three times per long or short rest. You also gain the ability to displace your enemies. When you cast Eldritch Blast, you can choose to switch the positions of the targets of your blasts, you can also choose to make these blasts do no damage. For example, you can hit a flying enemy and an enemy who cannot fly with eldritch blasts and expend a usage of your displacement. The two will switch positions. You can use this ability an amount of times equal to half your proficiency modifier. Whenever you use any spells or the abilities listed here, you roll on the Wild Magic table. If you have 4 fingers bitten off in this form you roll twice on the wild magic table every time.
Fiend
You grow a pair of demonic wings and horns. You gain a 40 ft flying speed, resistance to fire and immunity to poison. You have advantage on intimidation and deception against most sentient beings except for fiends. Any fire damage that you deal through a spell of 1st level or higher deals an extra d12 damage (This extra damage increases to 3d12 when you hit level 14). You are vulnerable to radiant damage in this form. You can cast hellish rebuke, fire shield, and fear an amount of times equal to your proficiency modifier and both use your spellcasting save. If you have four fingers bitten off while in this form you can switch the damage of any of your spells to fire.
Illithid
You gain advantage on intelligence saving throws and checks that require intelligence, you are able to telepathically communicate with people within 80 ft of you, and you gain the ability to cast levitate at will and detect thoughts an amount of times equal to half your proficiency. You also gain the ability to use a weakened variant of the mind-blast, emitting a psychic blast in a 30ft cone. Those in the cone must make an intelligence equal to your spellcasting save or take 2d8+2 psychic damage and be stunned for 1 minute until a successful save. If you have bitten off 4 fingers when using the mind-blast the cone is 40 ft.
Lich
Your skin pales and you seem corpse-like. You have advantage on performance when pretending to be a corpse, though you have disadvantage on persuasion when dealing with most people, because corpses aren't cool. You become resistant to cold and necrotic damage. You also gain undead constitution, if damage reduces the you to 0 hitpoints, you must make a con saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, you drop to 1 hit point instead. However, due to technically being undead you are vulnerable to radiant damage while in this form. You are able to cast animate dead at will and you can cast Danse Macabre and Create Undead once per day. You regain the usage of these spells when you take a long or short rest. If you directly kill one or more enemies, you regain HP equal to twice your charisma modifier. If you have bitten off four fingers, you do not need to roll to maintain your hold over creatures created with animate dead and create undead.
Lizardfolk Champion
You gain a +2 to your AC while not wearing armor, +20 temporary HP, and you have multi-attack only when you use your bite. You gain a swimming speed equal to your walking speed and you can hold your breath underwater for 15 minutes. Additionally, you can summon two spectral lizardfolk honor guards to aid you in combat with a 1 minute ritual. You add your charisma to their base to-hit and damage. These honor guards follow your commands and only your commands. They will disappear when you fall unconscious or die. Once you summon these guards you cannot do it again until your next long or short rest. Upon completing a rest your temporary HP will also return. If you have 4 fingers bitten off while in this form, honor guards that you summon have their max HP increased by an amount equal to your level, and their AC increased by half your charisma score (rounded up)
C O N S U M E F I N G E R S
At level 14 you have become Cyzil's greatest champion, as such, he will occasionally come to your aid. Once per day, you can use an action summon Cyzil in a spectral form and he will bite off the fingers of one enemy of your choice. The enemy must make a con save 17, taking 12d12 damage or half on a success. On a fail, they lose all fingers on one of their hands (this hand being of your choice). Whatever they were holding in that hand falls to the ground. If the damage kills the target, you gain a bonus to damage for your next spell equal to your level and temporary hitpoints equal to your charisma modifier x4. If you have any fingers missing when you use this ability, those fingers will regenerate.
Previous Versions
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