Base Class: Warlock
You make a deal with a powerful entity becoming a vessel for slither of its soul, serving almost as a living phylactery keeping this soul safeguarded to draw power. These packs are rare and typically demanding of the host, with the nature of the deal being risky for the higher entity. This being's motivations are clear however, taking a gamble for a potential contingency plan in the future with you becoming more powerful over time.
Expanded Spell List
The Greater Soul 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.
Fiend Expanded Spells
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1st |
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2nd |
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3rd |
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4th |
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5th |
Bleeding Assets
At 1st level, Being the vessel of a powerful being your physicality changes becoming more like the entities form. These changes are represented by physical aspects and traits.
Amphibious.
Gain ability to breathe in water. Gain swim speed equal to your walking speed.
Chameleon Skin.
You have advantage on Stealth checks made to hide. You can also change your skin colour at will.
Dark Vision.
You have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Powerful Build.
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Spider Climb.
The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Bonus Cantrips
At 1st level, you learn the Thaumaturgy and Mage hand cantrips. They count as warlock cantrips for you, but they don't count against your number of cantrips known. You can cast these without verbal or somatic components.
Limb Convulsion
Starting at 6th level you can alter a limb at will drawing aspects of the greater beings original form, choosing one of the following options: Tentacles, Blade, Claw, Carapace, Growth.
As a bonus action you change one upper limb into your prior chosen form. You can only have one limb changed at a time. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action.
You can use this transformation a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Blade.
When using the Living convulsion feature your arm warps becoming a serrated blade of bone. It counts as a simple melee weapon with which you are proficient. It deals 3d6 slashing damage on a hit. The weapon also is magical and has the finesse property. You can attack with this weapon twice, instead of once, whenever you take the Attack action on your turn. This appendage can't precisely manipulate anything and can't wield weapons, magic items, or other specialized equipment.
Carapace.
When using the Living convulsion feature your arm hardens and calcifies becoming a armoured carapace pincer. You gain a +1 bonus to AC and you can use it as a spellcasting focus for your warlock spells. When you roll a 1 or 2 on damage for a spell, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. Your claw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. This appendage can't precisely manipulate anything and can't wield weapons, magic items, or other specialized equipment.
Claw.
When using the Living convulsion feature your arm becomes ethereal and your fingers extend into thin black points. This arm exists on both the Marital and Ethereal Planes, you can ignore all objects and effects that aren't on the Ethereal Plane that come in contact with the arm, allowing you to move it through objects you perceive on the plane you originated from. You can also sense the presence of any creature within 30 feet of you that is invisible or on the Ethereal Plane. You can pinpoint such a creature that is moving.
Growths.
When using the Living convulsion feature your arm expands becoming a swollen lump of muscle and bone. Your hit point maximum and current hit points increase by your warlock level. Your Strength score changes to 23, this has no effect on you if your Strength is greater, and your reach when using this arm is 5 feet greater than normal.
Tentacles.
When using the Living convulsion feature your arm splits into 3 tentacles. Each tentacle has a reach of 10 feet, and each can lift a number of pounds equal to 3 times your Strength score. You can't wield weapons or shields or do anything that requires manual precision, such as using tools or magic items unless you use all 3 of the tentacles. While transformed as an action you can make a melee spell attack against one creature within 10 feet. On a hit, the target takes 4d4 psychic damage, the target is grappled (your warlock spell save DC) and is moved up to 5 feet toward you. Until this grapple ends, the target is restrained, and you can't use tentacles against other targets.
Absorbing form
Starting at 10th level, you can choose one damage type from the following: Acid, Cold, Fire, Lightning, Poison. The soul you harbour grants you some form of elemental immunity.
Whenever you are subjected to this damage, you can use your reaction to take no damage and instead regains a number of hit points equal to the damage dealt.
Once you use this feature, you can't use it again until you finish a short rest.
Acid
You use this damage type when using the Absorbing form feature.
Cold
You use this damage type when using the Absorbing form feature.
Fire
You use this damage type when using the Absorbing form feature.
Lightning
You use this damage type when using the Absorbing form feature.
Poison
You use this damage type when using the Absorbing form feature.
Entwined souls
At 14th level your soul entwines with the greater soul granting you extended life. You suffer none of the drawbacks of old age, and you can't be aged magically. Additionally, your physicality takes on the more unnatural traits of the entities form.
Divine Awareness.
You know if a creature is lying or not.
Incorporeal Movement.
You can move through other creatures and objects as if they were difficult terrain. You takes 1d10 force damage if you end your turn inside an object.
Teleport.
As a bonus action, you can teleport up to 30 feet to an unoccupied space it can see.
Truesight.
You have truesight out to a range of 60 feet.
Wingless flight.
You gain the ability to hover, gaining a flying speed equal to your current speed.
Previous Versions
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11/16/2021 3:24:46 PM
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Coming Soon
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