Warlock
Base Class: Warlock

You have made a pact with a patron from beyond the Material Plane known as the Splicer. The Splicer is obsessed with achieving perfection through change, but its idea of perfection is otherworldly and hard to understand. Each warlock interprets this drive toward perfection in a different way. Making a pact with the Splicer means devoting your life to attempting to achieve an impossible level of perfection, changing yourself and the world around you to match your patron’s alien desires.

PERSONALIZED PERFECTION

Starting at 1st level, your patron grants you an extraordinary level of control over your physical form—your body is a temple, and that temple is dedicated to the Splicer. You are immune to any spell or effect that would alter your form unless you willingly allow it. Additionally, your hit point maximum increases by 1, and increases by 1 again whenever you gain a level in this class.

ANATOMICAL ALTERATIONS

From 6th level, your patron encourages you to transform yourself, taking the best features of other creatures and adding these traits to your own body. To do so, you must perform a ritual that lasts no less than 1 hour with the body of a creature of a type other than undead or construct that has the trait listed in the Alteration Options table. The creature can be alive or dead, but corpses older than 5 days will have decayed too much to provide useful material. Once the ritual is complete, you must specify how your body has changed. You can have a number of anatomical alterations equal to your Constitution modifier (minimum of 1). You can only obtain each alteration once

amorphus

You can move through a space as narrow as 1 inch wide without squeezing. Additionally, you have advantage on saving throws against being grappled, restrained, or stunned.

amphibious

a You can breathe both air and water. Additionally, you gain a swim speed equal to your walking speed

Camouflage

You have advantage on Dexterity (Stealth) checks made in the terrain that matches the creature’s camouflage trait. Additionally, whenever you land an attack against a creature that is unaware of your presence in that terrain, you deal bonus damage equal to your Charisma modifier (minimum 1).

Darkvision

You gain darkvision equal to the range of the creature’s darkvision. If you already have darkvision, yours increases by an amount equal to the range of the creature’s darkvision. Additionally, you gain a bonus on Wisdom (Perception) checks made in darkness equal to your Charisma modifier (minimum 1).

Echolocation

You gain blindsight equal to the creature’s blindsight range, and you cannot use your blindsight while deafened. Additionally, you add thunderwave to your list of spells known. It counts as a warlock spell for you.

hold breath

You can hold your breath for the amount of time noted in the creature’s Hold Breath trait. Additionally, you gain the ability to subsist without any food or water for a number of days equal to your Charisma modifier (minimum 1).

Illumination

You shed light as the creature does and can douse or resume shedding this light as an action. Additionally, you add guiding bolt to your list of spells known. It counts as a warlock spell for you

Keen Hearing

You have advantage on Wisdom (Perception) checks that rely on hearing. Additionally, you gain tremorsense out to a range of 15 feet.

Keen Sight

You have advantage on Wisdom (Perception) checks that rely on sight. Additionally, whenever you make a Wisdom (Perception) or Intelligence (Investigation) check, you can add your Charisma modifier (minimum 1) to the result.

Keen Smell

You have advantage on Wisdom (Perception) checks that rely on smell. Additionally, you gain the ability to track creatures by their scent. To do so, you may make Charisma (Survival) checks with which you are proficient against a DC determined by the GM. Scents linger on porous objects or in enclosed areas but can be quickly diluted or washed away by rainfall and are impossible to follow in moving water.

Standing Leap

Your long jump and high jump are equal to the creature’s, with or without a running start. Additionally, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to your warlock level

Sure-Footed

You have advantage on saving throws made against effects that would knock you prone. Additionally, you gain a bonus to initiative rolls equal to your Constitution modifier (minimum 1).

MIND-BODY SOLUTION

At 10th level, your control over your mind grows to match your control over your body. When you fail a saving throw made to maintain concentration on a spell or against being charmed or frightened, you can choose to succeed instead by taking damage equal to double your proficiency bonus. This damage can’t be reduced in any way and doesn’t trigger another concentration check. Once you have used this feature, you must finish a long rest before you can use it again.

ELDRITCH INNOVATION

When you reach 14th level, your patron’s will crystallizes within you, making you capable of evolving yourself instantly in response to other life forms. When you take damage from an action taken by a creature that isn’t undead or a construct, you can use your reaction to modify your body to reproduce the effect. You can’t use this ability if the action originates from a magic item, weapon, spell, bonus action, reaction, lair action, or legendary action. When you use your Eldritch Innovation, you halve the attack’s damage against you. If you are still conscious after the damage has been dealt, you can immediately alter yourself with the power of your patron’s magic, growing any new limbs, organs, or appendages needed to take the same action yourself. If the action is an attack, you are considered proficient with it, and you use your Charisma modifier to determine attack and damage rolls with your new action. You use your warlock spell save DC if the new action requires a saving throw. Any damage dice are equal to the effect which damaged you, and you deal the same type of damage with it. If the action has any restrictions such as recharge or per day uses, these apply to you as well, and you regain all expended uses of the new action after you complete a long rest. The modification you gain from this ability is permanent until you replace it with another modification. Once you use this feature, you can’t use it again until you finish a long rest. If you use this feature while you have an Eldritch Innovation, you lose your existing Eldritch Innovation and replace it with the new one.

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