Base Class: Warlock
A virulent plague has swept through the lands, causing not illness, but instead a horrific mutation. Those afflicted seem to morph into hideous monstrosities with a myriad of appearances and an insatiable hunger. You too have been afflicted but through sheer force of will and a due sacrifice of one of your limbs. You have gained control over this transformation. Holding back the worst of its effects, you maintain your mind and most of your body, and can now use this new found power to further your goals. The cause of this blight is still unknown, whether it be magical, divine, or some natural force. So it's in your hands to figure out the truth surrounding your new found curse.
Expanded Spell List
The Monstrosity inside 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.
Monstrosity Expanded Spells
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5th |
Aberrant Appendage
Starting at 1st level, one of your arms is permanently replaced with one of an abominable beast. When you gain this feature choose either a tentacle or a claw. This choice cannot be changed. The new limb is much larger than your original and seems to faintly pulse with dark energy. Though the appendage is always there, you've learned how to greatly suppress it. If you spend an action focusing on suppressing it, you can cause it to resemble the size and shape of your original arm, though it's still discolored. The suppression can be released at any point as a free action. If you later take the pact of the blade, attacks made with your Aberrant Appendage are made as if it were a pact weapon.
Both options give the following effects. Your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. If you are wearing no more than light armor, you can add half of your proficiency bonus, rounded down, to your AC. When you attack with your Aberrant Appendage you can use your Charisma modifier for the attack and damage rolls in place of your Strength modifier. Additionally, when you make a grapple attempt with it, you can add your Charisma modifier to the Athletics check.
Aberrant Claw
The claw has the following features: 1d8 slashing damage; 5ft range; considered magical for the purpose of overcoming resistances and immunity; attacks made with the claw are made as if you were one size larger.
Aberrant Tentacle
The tentacle has the following features: 1d6 bludgeoning damage; 10ft range; considered magical for the purpose of overcoming resistances and immunity
Consume
Also at 1st level, you still feeling some of the bottomless hunger brought on by the plague coursing through your veins. To help sate this hunger, you can feed on the life force of your foes using your Aberrant Appendage. When you hit a creature with an attack or grapple from your Aberrant Appendage, you can use a bonus action and a warlock spell slot to deal an additional 2d10 necrotic damage, and regain hit points equal to half of the damage from this ability, rounded down. The damage is increased by 1d10 for every level of the spell slot used beyond 1st. If this ability reduces the target to 0 hit points, you regain the expended spell slot.
If the consumed creature was of no threat to you, the spell slot is not regained.
Titan's Bellow
Upon reaching 6th level in this class, the energy you drain from creatures can be turned against them in the form of a powerful blast. After using Consume, you store up a destructive blast of energy. As an action on a subsequent turn, you can unleash the stored energy in a 20 ft cone. All creatures in the area must make a Strength saving throw against your spell save DC, taking force damage and getting knocked prone on failed save. The damage will be your Charisma modifier + a number of d6's equal to the number of d10's used for the Consume. On a successful check, a creature takes half damage and is not knocked prone. The last creature you used Consume on automatically fails the saving throw. You can only store one use of this ability at a time. Additionally, any energy stored for this ability is lost upon completing a short rest.
If the consumed creature was of no threat to you, the ability cannot be used
Monstrous Fortitude
At 10th level, whether it's from holding back the plague for so long or the strength of your inner monstrosity showing through, your fortitude has become greatly bolstered. You gain proficiency with Constitution saving throws, if you are already proficient you gain proficiency with Strength saving throws instead. Additionally, you become immune to all other diseases.
Might of Legend
Starting at 14th level, the monstrosity you were to become must have been on par with the beasts of legend. This strength exudes from your Aberrant Appendage. You can add your Strength and Charisma modifier to the damage of your Aberrant Appendage attacks. In addition, when you use Titan's Bellow, you can choose whether targets that fail the save are knocked prone, or become frightened of you for 1 minute. Creatures that are frightened can repeat the saving throw each round at the end of their turn.
Previous Versions
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