Warlock
Base Class: Warlock

You have made a pact with one of the many elder crustacean gods, beings who only seek material wealth for their Viscount Lobster, and have no care for abstract concepts, such as 'free will' or 'the self'. These beings have a self-absorbed perception of wealth, and prosperity, believing their society more worthy of the precious jewels and metals than any other. However, they also possess grand spellcasting abilities that they do not value at all, so they seek those seeking power, and exchange to hopefully better each others lives.

Expanded Spell List

The crustacean elders grant you access to an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Decapoda Expanded Spells

Spell Level Spells

1st

inflict wounds, create or destroy water

2nd

enlarge/reduce, silence

3rd

tidal wave, wall of water

4th

control water, polymorph

5th

circle of power, conjure elemental

Decapod Blessing

Starting at 1st level, you can call a favor from your patron to temporarily gain the blessing of the crustacean gods. You can use your bonus action to enhance your ability to grapple. After using this bonus action, until the end of your turn, when you make a check to grapple, you can use your Charisma modifier in place of your Strength modifier.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

At 10th level, when grappling an opponent, you have access to an additional action. With this action, you can demonstrate the might of the elder crustacean gods. When using this action, make a check to grapple using your Charisma modifier in place of your Strength modifier. When the grapple check succeeds, you throw the target 1d4x5 feet away from where you are standing. The target takes 3d6 bludgeoning damage on impact. If you throw the target of the grapple into a different creature, that creature will take 1d6 bludgeoning damage. If the grapple check fails, the target of the grapple is no longer grappled by you, and is moved 5 feet away from you.

Carapace Transfiguration

Starting at 6th level, as a bonus action, you temporarily manifest a claw over your dominant fist, similar to that of a carapace. This increases your unarmed strike damage to 1d6 + your Charisma modifier. Your unarmed strike will also be considered magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. These benefits last until the end of your turn.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

At 10th level, when landing the unarmed strike, the target must succeed on a Strength saving throw against your Spell Save DC or else be knocked prone if the target is no more than one size larger.

Deep Sea Revolution

Starting at 10th level, your 1st level and 6th level features given by the Decapoda patron are now enhanced to use their bonus 10th level features.

Viscount's Gift

At 14th level, you can choose one gift from the Viscount Lobster to draw from in combat.

Viscount's Cruel Pincer

Starting at 14th level, while grappling another creature, you can use your action to deal 1 magical piercing damage, and give them disadvantage on attack rolls and saving throws until the start of your next turn.

Viscount's Shell Armor

Starting at 14th level, you can armor yourself with the same type of shell as your patron. This grants you a permanent +1 bonus to your AC.

Vital Casing:

As a reaction to taking damage, you can resist all types of damage, including the current attack. This benefit lasts until the end of the assailant's turn.

Furthermore you gain a +1 bonus to your AC until the end of your next turn.

Previous Versions

Name Date Modified Views Adds Version Actions
6/11/2022 6:36:04 AM
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