Base Class: Warlock
His Noodliness, the Ancient of Noodles, the Flying Spaghetti Monster is the ultimate truth in the universe. He is the central point of worship in the religion commonly known as the Church of the Flying Spaghetti Monster or Pastafarianism.
Expanded Spell List
His Noodliness 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.
You can also learn Ravioli Shurikens and Spagetti Spear cantrips.
Flying Spaghetti Monster Expanded Spells
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Pastamancy
At 1st level, you gain proficiency with Cook's Utensils. If you already have this proficiency, you gain expertise on any cooking tool checks related to pasta.
In addition, you gain the following abilities:
- Summon Pasta: As an action, you can create a plate of spaghetti with meatballs on the ground or surface within 15 feet of you. The plate can sustain a number of people up to your Charisma modifier for 24 hours. The spaghetti is cooked well, and is flavorful. It spoils if uneaten after 24 hours. You can use this ability once per long rest.
- Pasta Creation: You can spend 1 minute to target a mundane organic object (wood, plant fiber, animal fiber/skin, leather, etc) that you can see. The object must be smaller than 5 feet in length, 5 feet in width, and 1 foot in height. The target object turns into either a mass of spaghetti of equal size, or a singular noodle that matches the object's dimensions. If the object is of uncommon rarity or higher, the object must roll a constitution saving throw (the object rolls with +5 to it's constitution saving throw for each rarity above common). If the object succeeds, it stays in it's original form. If an object succeeds it's saving throw, it is immune to this effect for the next 24 hours. Artifacts are immune to this effect. You can use this ability once per short rest.
- Illusory Pasta: As an action, target a creature within 30 feet of you. The target creature must make a Wisdom saving throw against your spell save DC. If they fail, the creature's sight shifts into seeing a massive bowl of pasta. Their speed is reduced in half. The creature must make another Wisdom saving throw at the end of each of it's turns. The effect ends on a success. You can use this ability once per long rest.
- Animated Spaghetti: You can spend 1 minute touching a plate of spaghetti. If you do, the spaghetti will come alive. The spaghetti cannot grow or shrink in size. The animated Spaghetti shares your initiative but takes it's turn immediately after yours. You can telepathically tell the animated spaghetti what to do, and if not given a distinct direction, the animated spaghetti flops down into a perfectly made plate of spaghetti until given an order. This effect lasts 10 minutes. You can use this ability once per long rest.
- Jail of Spaghetti: As an action, you can target a creature within melee range of you. The target creature must make a Dexterity saving throw. If they fail, they are trapped in a prison of spaghetti. If they succeed, you fall under the effects of this ability instead. An effected creature is unable to use any action, reaction, or bonus action during this time, and their speed is reduced to 0. Creatures effected by this ability cannot be the target of spells or attacks. At the end of an effected creature's turn, it must make Strength saving throw to break out of the prison. You can use this ability once per long rest.
Apologetics Adept
Starting at 1st level, you become an expert at discussing and twisting theological topics, and at thwarting lesser deities. You have advantage on attack rolls against celestials and fiends, and on saving throws against effects caused by them. You can use your Charisma modifier to make any Religion checks. Alternatively, if you have proficiency or expertise in the Deception or Persuasion skills, you can substitute either of these when making any Religion check.
Springy Fusilli
Starting at 6th level, you can also add your CHA modifier to Initiative rolls.
Pirate Heritage
At 6th level, the Flying Spaghetti Monster teaches you how to unlock your inner pirate potential. You gain a swimming speed of 40 ft, learn Thieves' Cant and Undercommon, and deal twice the damage against ships. In addition, when a creature is grappled or restrained, you can rob it as a bonus action. The creature will not notice the theft, however others may still notice.
Damning Ritual
Starting at 6th level, you can attempt to outwit your opponents. When you are dealt any damage by another creature, you may use your reaction to make a Charisma saving throw. That creature must make contested Charisma save, or else it deals the same amount of damage to itself as psychic damage. Once you use this feature, you can't use it again until you finish a short or long rest.
Flavor of Magic
Beginning at 10th level, you can meditate for 1 hour to change the damage type of their damage-dealing spells. The change is permanent until Flavor of Magic is used again. The usable damage types are fire, cold, lightning, and acid. You can also meditate for 10 minutes to end the effect of Flavor of Magic, allowing their pasta spells to deal their normal type of damage.
Helm of Strainth
Starting at 10th level, your patron bestows upon you a helmet that resembles a metal bowl with holes throughout it. This helmet cannot be removed from your head without your consent. While wearing the helmet, your thoughts cannot be read by telepathic means unless you allow it and you are immune to psychic damage.
Bind Lasagmbie
Starting at 14th level, when you kill a medium sized creature with a noodle based attack, the creature is raised as a zombie that you control. The creature remains under your control for a number of hours equal to your Charisma modifier. You can only have one noodle zombie under your command at any time. The noodle zombie shares your initiative but takes it's turn immediately after yours.
Beer Volcano
Starting at 14th level, you can transport a creature to the elemental plane of the Beer Volcano. As an action, choose a creature that you can see within 60 feet of you. It must make a Constitution saving throw against your spell save DC. On a failed save, it is intoxicated. If the creature takes any damage during this time it may repeat its saving throw. While intoxicated, the creature has disadvantage on attacks, saving throws, and ability checks. Creatures that are immune to poison damage or the poisoned condition are immune to this effect. You must finish a short or long rest before you can use this feature again. You become immune to intoxicating effects (including poison damage) caused by alcohol.
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