Warlock
Base Class: Warlock

You have called forth the powers of the distant realms and have become bonded to a living suit of Necrodurmus armor. this new flesh bonds to your body covering you in its protective hide. This Living armor will strike down your foes and keep you safe from damage. Warlocks that evoke this pact do not fear battle.

Living Armor

You have been gifted Necrodurumus Larval Armor. Wail attuned to the suit it acts as your spell casting focus. The Armor is the source of your otherworldly magic and is sentient. Your armor will guide you offering advice and caution. The DM should determine the personality and goals of your Armor. Removing the Armor breaks your pact with the Armor.

Mutations

Starting at 1st level, you gain Mutations that can be spent to activate abilities in combat. You gain mutains with each level in Warlock. You regain Mutations after a short or long rest.

Mutations are activated as bonus actions and last for that round. Additional mutations can be spent to add to the base mutation.

  • Claws: limbs become bladed and  deal 1d8 slashing spend 1 mutations to activate. Additional Mutations increase the 1d8 for every mutation added.
  • Tentacle Lash: spend 2 mutations to grow long tendrils from your body and lash out at your target dealing 1d6 bludgeoning for each tentacle. you grow two tentacles that make an  attack per tentacle counting as additional limbs adding one tentacle per additional mutation.
  • Harden: your armor hardens adding 2 to your AC lasting for one minute costing 2 mutations  then +1 to AC for each additional mutation to a maximum of 5. For each additional mutation added your speed is reduced by 5 feet.
  • Spikes: you sprout sharp spikes all over your body dealing 1d6 piercing damage to any one grappling granting you advantage to grapple checks at the cost of 2 mutations.
  • Webs: you shoot out a glob of sticky mass that entangles your target grappling it. Strength check to break free at the cost of 1 mutations.

Evolution

At 6th level, you learn to use your mutations to evolve your Necrodurmus armor for use in and out of combat.

  • Feral Speed: you spend 3 mutations to double your movement speed until you take a short or long rest
  • Shield: you spend 3 mutations to activate as a reaction an external shield that grants you three quarters cover. you can spend 2 additional mutations to cover one more creature of size medium or smaller for one minute.
  • Beastly Climb: you spend 2 mutations to turn your hands and feet giving you a climb speed equaling your movement speed for one hour.
  • Preternatural Strength: you spend 3 mutations to replace your Strength checks and saves with your Charisma checks and saves for one hour.
  • Active Camouflage: you spend 2 mutations to blend into your environment giving you advantage to stealth checks for one hour.

Your Necrodurmus Armor Matures into its its evolved form. You gain the evolved from of the armor the Necrodurmus Mature Armor replacing your Necrodurmus Larval Armor.

Starting at 10th level, you extend a tether to a creature size large or smaller. This link splits any damage you take between you and the linked creature. On your turn you can use your action to drain the life force of the linked creature dealing 1d8 necrotic damage is returned to you as hit points. The creature can make a Strength save with your spell DC at the end of its turn, on a success the link is severed. You can spend 3 mutations to extend an additional link to another creature. This ability can can be used once per short rest.

Symbiosis

At 14th level, Your Necrodurmus armor has fully bonded with you unlocking is fullest potential. When you are reduced to 0 hit points instead of falling unconscious you can spend 1 mutation per 5 damage over 0 to bring you back to 1 hit point. When you reduce a creature to 0 hp you can devour the creature and regain hp equal to half the creatures max hp. You unlock your Necrodurmus armors final form which will replacing your Necrodurmus Mature Armor with Necrodurmus Sovereign Armor. when you roll for initiative and have no mutation points remaining, you regain 4 mutation points once per long rest.

Previous Versions

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