Warlock
Base Class: Warlock

Through various means, a powerful creature has been sealed and trapped inside of your physical being. In order to prevent itself from dying this creature becomes your patron, attempting to give you just enough power to keep you from dying. The creature itself is constantly waiting and working silently to weaken its vessel and either take control or escape and enact its own free will once again. As the warlock grows in power, they learn to gain greater control of the creature sealed inside of them and harness more of its power without as much risk of corruption. 

Enhanced Abilities

You gain additional abilities and resistances based on the entity that has been trapped inside of you. For creatures with abilities or specific elements you will receive bonuses that correspond to the element of that creature. For entities that don't have a clear damage or elemental alignment you may pick based on the monster's creature type. 

You also gain a damage resistance based on the monster's creature type. 

Creature types correspond to the following damage types and resistances: 

Aberrations - Necrotic or Psychic

Beast - Piercing 

Celestial - Radiant 

Construct - Slashing 

Dragon - (Damage type corresponding to dragon type) 

Elemental - (Element corresponding to dragon type)

Fey - Poison 

Fiend - Fire 

Giant - Bludgeoning 

Humanoid - Any

Monstrosity - Psychic 

Ooze - Acid or Poison

Plant - Acid or Poison

Undead - Necrotic 

Acid Proficiency

You have resistance to acid damage and gain access to the spells acid arrow and acid splash. Unarmed attacks deal 1d4 + strength modifier in damage. 

Bludgeoning Proficiency

Gain resistance to bludgeoning damage and gain access to the spells shillelagh and wind wall. Gain the giant's fist ability. 

Giant's Fist


 

Create a pocket of hyper pressurized wind to be delivered in a single blow to an opponent. As an action, you make a ranged attack dealing 2d4 bludgeoning damage to an enemy in a straight line up to 15ft away. If a creature is hit with this attack they must make a DC 15 strength saving throw to avoid being pushed back in the direction of the attack by an additional 10ft. 

Cold Proficiency

Gain resistance to cold damage and gain access to the spells Ray of Frost, Ice Storm, and Wall of Ice.

Fire Proficiency

Gain resistance to fire damage and gain access to the spells Flame Blade, Fire Bolt, Flaming Sphere, and Heat Metal.

Force Proficiency

Gain resistance to melee attacks from non-magical sources. Gain access to the spells magic missile, spiritual weapon, and arcane hand. 

Lightning Proficiency

Gain resistance to lightning damage as well as a speed increase of 10ft. Gain access to the spell shocking grasp as well as the flash step ability. 

Flash Step


 

As a bonus action, you channel lightning through your body allowing you to travel a distance equal to your max movement speed in any one direction. This movement is nearly instantaneous however, not a teleportation and therefore you may not travel through solid objects or barriers. If you would land directly in front of another creature this ability becomes an unarmed attack dealing lightning damage. If the creature is the same size or smaller then they must make a opposed strength check to avoid being knocked backwards 5ft. 

While traveling with this ability you can travel up vertical surfaces and move across liquid surfaces.

Necrotic Proficiency

Gain resistance to necrotic damage. Gain access to the spells Revivify, Inflict Wounds, and Animate Dead. Gain access to the preservation ability. 

Preservation


 

Upon dying, your body does not decompose. Because of this, there is not a time restriction on when you can be revived or resurrected. 

Piercing Proficiency

Gain Resistance to piercing damage. Gain the harden and Channel Beast ability. Gain access to the spell Faithful Hound. 

Harden


 

As an action, harden your body becoming resistance to incoming attacks. Gain +2 to AC until your next turn. 

Channel Beast

Channel the spirit of the beast sealed inside of taking on it's physical form. Gain 1d10 temporary hit points and your physical unarmed attacks now deal 2d4 piercing damage. This ability last for 3 rounds and can not be deactivated early. While active you can not use any weapons other than unarmed attacks but you may still use magic. 

Poison Proficiency

Gain resistance to poison damage and become immune the being poisoned. Gain access to the poison spray, contagion and detect poison and disease spells. 

Psychic Proficiency

Gain resistance to psychic damage and have advantage against being charmed. Gain access to the spells Vicious Mockery, Phantasmal Killer, and Hideous Laughter. 

Radiant Proficiency

Gain resistance to radiant damage and truesight. Gain access to the spells Sacred Flame, Divine Favor, and Sunbeam

Slashing Proficiency

Gain resistance to slashing damage and gain proficiency with scimitars, longswords, and whips. Gain access to the spell Blade Barrier. Gain the ability Hrunting. 

Hrunting


 

Your unarmed attacks summon the strength of blades within your soul when you make an unarmed attack. Deal 1d4 + strength modifier slashing damage when you make an unarmed attack. The number of d4 of this attack increases as you level up. 

5th level: 2d4, 10th level: 3d4, 15th level: 4d4, 20th level: 5d4

Rampant Survivor

Starting at 1st level, whenever you are near death you lose control over the creature inside of you causing you to go into a rampage attacking any creature within range of you. Your physical body is changed slightly to resemble the creature sealed inside of you. You must randomly attack any creature within 30ft of you. If no creature is within 30ft then you must target the closest creature up to 100ft away. You will go into a rampage whenever your HP is reduced to equal to or less than 10% of your max health. Upon going into a rampage, you immediately gain 1d12 + charisma modifier temporary hit points. You also gain +2 to your AC for 1 round.

To stop the rampage, you must make a DC 11 charisma saving throw at the beginning of every turn. Allies can assist the saving throw on their turns by using an action to make a DC 14 charisma saving throw.

Whenever you go on a rampage your patron attempts to seize control or escape from you requiring an opposed charisma saving throw. Each failed save represents the patron growing closer to fully escaping. Each failed save with come with increasing stacks of effects until ultimately the creature is loosed from its seal. Each time you fail a rampage save the rank of the rampage increases by 1. While on a rampage, you use an attack based on the entity inside of you and the damage type corresponds to your proficiency. The amount of damage dealt during rampage is based on the rampage rank.

Rampage Rank Damage Consequences
Rank 1 Deal 1d6 + Cha Mod to a single target. N/A
Rank 2 Deal 2d6 + Cha Mod to a single target. Your physical form becomes permanently changed to resemble the creature sealed inside of you and you gain the creature type of your patron in addition to any other creature types. The DC to come out of a rampage is increased by 1
Rank 3 Deal 3d6 + Cha Mod to a single target and any creature within a 10ft radius of that target must make a dexterity saving throw to avoid damage. Your alignment changes to neutral chaotic regardless of any alignment you had prior. The DC to come out of a rampage is increased by 1
Rank 4 Deal 4d6 + Cha Mod to every target within a 15ft radius up to 30ft away. The threshold for you to go into a rampage is increased to equal or less than 25% of you max health. The DC to come out of a rampage is increased by 1
Rank 5 N/A The patron sealed inside of you is released into the world. You become a wild magic sorcerer and your patron is randomly projected outward into the world. The patron can materialize in any place on the same plane of existence.

Anchorage

Starting at 6th level, you gain the ability to bind an object to yourself, increasing the strength of the magic holding your patron. You must perform an hour long ritual which does not count as a short rest. During this ritual you must have the object physically with you. The object must be something that can be carried on your person at all times. Only one object can be bound at a time and in order to change objects the ritual must be repeated destroying the previous bound object in the process. 

While you have your relic on your person, anytime you would make a rampage saving throw, you may gain advantage on that saving throw. If at anytime your bound relic is more than 300ft away from your physical location, you will immediately activate the rampant survivor effect and must make a saving throw. 

While you have you relic on your person, Once per long rest, you may siphon the magic from your patron temporarily to gain increased strength. In doing this you may channel the effects of the rampant survivor trait. If rampant survivor is activated this way then you do not need to make saving throws for your rampant survivor rank and you do not lose control over your ability to target enemies. You may use normal attacks and spells and you gain 1d12 + charisma modifier temporary hit points. You also gain +2 to your AC for 1 round. 

Graced with Power

Starting at 10th level, you gain an additional pact boon from your patron. The warlock can choose between either the Pact of the Warden or the Pact of the Harbinger.      

 

Pact of the Harbinger

After taking Pact of the Harbinger the warlock is granted access to destructive power through the use of prophetic speech. Your patron sealed inside of you grants you knowledge of powerful words of creation that when spoken can cause various affects. The words can be in a known language or a dead language belonging to eldritch beings and are unique to each patron. The root effects of the words are as follows: Propaganda, Resurgence, and Cloudburst. Using the effects takes a toll on the mortal body and can cause a variety of side effects on the user.

Power Word Effect
Propaganda Will allow the warlock to cast Mass Suggestion once per day. Penalty: The warlock must make a DC 17 Charisma saving throw, on a successful save they are stunned for 1 minute or 5 rounds if they are in combat, and on a failed save they are knocked unconscious for 1d4 hours.
Resurgence Will allow the warlock to cast revivify once per day. Penalty: The warlock must succeed a DC 17 Constitution saving throw, on a successful save the warlock loses half of their current HP and receives 1 level of exhaustion and on a failed save the warlock is reduced to 1 HP and receives 1 level of exhaustion and the target of the revivify spell is instead reincarnated in a randomized body with a new race and newly rolled stats. They retain their class and all known abilities.
Cloudburst Will allow the warlock to cast Call Lightning once per day. Penalty: The warlock must succeed a DC 17 dexterity throw, on a successful save the warlock is levitated 10ft off of the ground for 1d4 rounds. They retain the ability to use actions but cannot move on their own unless pulled by or pulling on an external anchor point. On a failed save the warlock channels lightning through themselves receiving 1d10 of lightning damage and is stunned for 1d4 rounds.

Pact of the Warden

Pact of the Warden grants the warlock a relic or item symbolic of the warden such as a key ring, a lock, wrapped chains around a limb, etc. while the relic is in possession of the warlock they can cast the spell Guards and Wards. To attune an item to become a relic the warlock must spend at least 8 hours in a meditative focus with the object. If the object ever becomes lost or is destroyed the warlock can go through the same process to attune to a different object. The object MUST have symbolic relevance to being a warden, prison keeper, or similar themed items.  

Unhinged

Starting at 14th level, When you drop to 0 HP or less you can tap into the full strength of your patron to imbue yourself with greater power and an enhanced form. Once per long rest, upon reaching 0 HP you transform into an adult dragon of your choice.

The dragon you choose must have an alignment matching your patron. If your patron is neutral good/neutral evil then you can choose between lawful or chaotic. If your patron is Lawful neutral/chaotic neutral then you may choose between good or evil. Once you select a dragon form, that form becomes permanent so so that each time you would transform you take on the same dragon form.

While transformed you take the full stat block of the dragon that you choose. The transformation will last for 1 round and you revert back to your original form at the beginning of your next turn. Upon turning back into your original form your HP total resets to 1 HP and you gain 1d12 temporary hit points but remain unconscious. 

As you level up you can maintain your dragon form for longer amounts of time and gain more temporary hit points upon reverting back.  Level 17: 2 rounds and gain 1d12 + 2 temporary HP, Level 20: 3 rounds and gain 1d12 + 4 temporary HP.

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