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Prerequisite: Must be a warlock with the Khalagsthath great old one patron
 

 losing Control

Occasionally certain situations that occur that can require you to roll a Wisdom saving throw. Khalagsthath may seize the opportunity to temporarily take control of your corporeal form. Whenever such an effect occurs, make a Wisdom saving throw against your spell save DC. On a failure, one of the following effects takes place and this feature cannot be incurred again for 5 days.

Crazed Scripture. When you are under mental or physical distress, such as being poisoned or taking damage while surprised, you lose control of your mind and body for a brief period of time. Until the start of your next turn you do nothing except etch abnormally fast by whatever means, even using blood as ink. The text you write is nonsense to anybody momentarily glimpsing at it.

Any creature other than you or aberrations that spend more than 1 minute observing it in close detail must make a Wisdom saving throw against your spell save DC. On a failure, the creature is cursed. While cursed in this way, any attempt the target makes to speak comes out as utter gibberish and the target cannot fall asleep or gain the benefits of a long rest. The target can repeat the saving throw every 24 hours, ending the curse on a success. Damaging the text or scribbling over it enough so that half of it or more is no longer legible removes its maddening property. An abberation that understands at least 1 language who spends 1 minute looking at your Crazed Scripture can decipher its meaning.

Eldritch Hailstorm. Whenever you're reduced to half of your hit point maximum or lower by a Modron or a lawfully aligned Celestial or Fiend. You subject all creatures within 50 feet of you to an eldritch hailstorm. Creatures within the radius not behind total cover must make a Dexterity saving throw against your spell save DC, taking 4d10 force damage on a failure or half as much on a success.

Madness Escapes. When you take damage while incapacitated, A glint of Khalagsthath's madness streaks out from you and seeks out a creature on your plane of existence. That creature is corrupted and warped into something else. You are aware of when you are within 7 miles of this creature and can spend 1 miunte while within this range to make a Constitution (Arcana) check to pin-point its location.
This magic's properties make it very difficult for you to research, but you have coined the term Star Spawn to refer to what becomes of its victims. 

Distort

Your day to day existence is a struggle to contain the eldritch forces that saturate you flesh. Whenever you restore half of your maximum health or more as a part of a long rest, you must make a Constitution saving throw against your spell save DC. On a failure you gain the Distorted Limb feature. If you already have the Distorted Limb feature, you roll on the Random Deformities table. Each of these effects fades away over the course of 10 minutes after you you either wash the effected parts of your body with 100 gp worth of holy water, have the Greater Restoration spell cast on you, or until you have taken more than 20 radiant damage in a single turn.

Distorted Limb. You grow an additional limb. This can be anything such as a tail, a new arm, or something more otherworldly like a slimy, murky tentacle. The Distorted Limb operates without your control and may take sudden intentional actions depending on external variables.

When a religious or zealous humanoid within 5 feet hits you with an attack, you must use your reaction to make one attack against the creature who attacked you with your Distorted Limb using your spell attack modifier. On a hit, you deal necrotic damage equal to your Warlock level. You regain a number of hit points equal to the damage dealt. If the target is immune to necrotic damage, you take the necrotic damage instead.

In times that incur Khalagsthath's favor, your Distorted Limb will take sudden action. At the start of your turn you must make a Wisdom saving throw equal to your spell save DC. On a failure, you use your reaction and the Distorted Limb casts a spell. The spell uses Khalagsthath's spell save DC and spell attack bonus.

Random Deformities. Roll a d20 and consult the table to see which deformity you receive:

1: You develop a disease. While diseased in this way, your hit point maximum is reduced by 2d8 (minimum of 1 hit point). In addition, you are poisoned and a wound on your body does not heal. The wound seeps a black smoke bearing a smell that reminds you of a traumatic childhood memory. This effect lasts for 24 hours or until you finish a long rest.

2-5: You forget the events of the last 1d4 days. You are aware of this gap in your memory. A Remove Curse spell also removes this effect.

6-9: A recent wound on your skin forms a scar that magically sheds dim light in a 5-foot radius while not covered.

10-13: A minor digit of your body such as a finger, tail tip, earlobe or tongue grows an additional copy of itself.

14-17: The muscles and skin on a part of your body become transparent

18-19: Overnight, a section of your body, such as your left arm or your upper torso, turns dead as you begin to molt. By the end of your long rest, this skin will have shed away or be ready to be shed away, revealing the new skin underneath. The new skin is healthy, devoid of any scars, burns or nonmagical tattoos that were present on that part of your body prior. The tone is also a completely random color, usually but not always an inversion of your normal skin tone.

20: You suffer no otherworldly effects and your hit point maximum increases by 2d8 for 24 hours. 

Awaken Power

Khalagsthath is old. Old enough to have their supposed exile take place before most calendar predictions for the dawn of creation. Your glimpses at raw magic in all other forms, both divine and arcane, have lead you to theorize that all known magic shared a common ancestor with Khalagsthath.

Ritual. You can spend 4 hours with a relic or any other similar item worth at least 50 gp as a part of this ritual to replace one of your bargained abilities. Choose one of your Otherworldly Patron features granted at 1st, 6th, 10th and 14th level that you currently posses. You can replace it with a different Otherworldly Patron feature of your choice. Both Otherworldly Patron features must be of the same level. If an Otherworldly Patron grants more than one feature at the same level, you receive or lose all of them that were granted at that level. You cannot replace your Expanded Spell List with one of a different Otherworldly Patron.

The item you use for this ritual must be representative of the patron you wish to gain a feature from. For example, a holy reliquary commemorating a divine deity would work for a Celestial Otherworldly Patron. Performing this ritual does not consume the item.

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