Warlock
Base Class: Warlock

Your patron is a formless being whose power extends beyond a single body or substance. In forging your pact, your mind and body have become connected with a gestalt entity who comprises a multitude of individual creatures across vast distances, maintaining power through unity and dominance. These entities' motives differ in scope and sophistication, but nearly always move with the primary goals of consumption and assimilation, twisting the rest of the world to become part of itself. To accept their power is to accept a dissociation between mind and body: bodies are pliable, minds are manipulable, and both are wasted when apart from your patron.

Such beings include intelligent oozes, such as an ancient oblex, or the Faceless Lord Juiblex itself; lords of swarms such as Kyuss, the Worm that Walks; or other powerful minds who embrace a philosophy of solipsism, such as elder brains, primordials, and some eye tyrant beholders.

Expanded Spell List

The Shapeless 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.

Shapeless Expanded Spells
Spell Level Spells

1st

absorb elements, inflict wounds

2nd

alter self, warding bond

3rd

animate dead, protection from energy

4th

confusion, polymorph

5th

contagion, dominate person

9th

shapechange

Malleable Body

Starting at 1st level, your physical body becomes malleable and less restrictive toward your movements. When you finish a short or long rest, you may choose one of the following benefits, which lasts until you finish your next short or long rest:

Extended Limbs
When you make a melee spell attack on your turn, your reach for it is 5 feet greater than normal.

Flexible Steps
Your walking speed increases by 5 ft. and all attacks of opportunity have disadvantage to hit you.

Liquid Bones
You can move through a space as narrow as 1 inch wide without squeezing.

Reconstruct

At 6th level, you can force your body to reorder itself to restore your vitality. As a bonus action, you can begin regenerating. When you do, and at the start of each of your turns for 1 minute, you regain hit points equal to your Constitution modifier.

Once you use this ability, it cannot be used again until you finish a long rest. 

More Than Flesh

At 10th level, your connection to the collective strength of your patron grants you resiliency. You gain proficiency in Constitution checks and Constitution saving throws.

Myriad Minds

Also at 10th level, you learn the spell telepathic bond. It counts as a warlock spell for you, but it doesn’t count against the number of spells you know. You can also cast it once without expending a spell slot, and you regain the ability to do so when you finish a long rest.

Whenever you cast this spell, you gain strength from the expanse of connected minds, and you gain temporary hit points equal to 2 times the number of creatures affected by the spell.

Assimilate

Starting at 14th level, you can extend your consciousness to inhabit multiple bodies at once. As an action, you may touch a creature within range. The target must make a Charisma saving throw against your warlock spell save DC; a creature can choose to fail this saving throw if it wishes, and a creature in combat with you or your companions makes this saving throw with advantage. Creatures immune to being charmed are not affected.

On a failed save, you gain control of the target creature's body as if it were your own. While inhabiting its body, you use the game statistics of the creature, though you retain your alignment, languages known, and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. If the target has any class levels, you can't use any of its class features. You act independently in both the creature's body and your own, though you share spell slots and limited-use abilities between both bodies. You can telepathically communicate between bodies when both are within 1 mile of each other.

The inhabited creature can repeat the Charisma saving throw at the end of every hour it is under your control. On a successful save, the effect ends. You can stop inhabiting the creature's body and end the effect at will. The effect can also be ended by a remove curse spell or similar magic. Once a creature succeeds its saving throw or the effect otherwise ends, that creature cannot be affected by this feature again for a year and a day.

Once you use this feature, you can’t use it again until you finish a long rest.

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