Warlock
Base Class: Warlock

Up from the depths, 20 stories high...

Kaiju are the things of myths and legends. Towering monstrosities. Beasts mutated beyond recognition. Adapted to cause destructive force to civilization and return earth to a more primitive nature. 

Expanded Spell List

The Kaiju 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.

Celestial Expanded Spells
Spell Level Spells
1st Thunderwave, Earth Tremor
2nd Enlarge/Reduce, Alter Self
3rd Conjure Animals, Haste
4th Stoneskin, Dominate Beast
5th Commune with Nature, Contagion

Relentless Mutation

At 1st level, you learn the eldritch blast cantrip, but it doesn't count against your number of cantrips known.

The danger of this pact reveals your spellcasting can unleash surges of untamed mutations. Once per turn, the DM can have you roll a d20 immediately after you cast eldritch blast, or a warlock spell of 1st level or higher. If you roll a 1, roll on the Relentless Mutation Surge table to create a magical effect. If that effect is a spell, it is cast immediately, and if it normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration.

Relentless Mutation Surge

D100

EFFECT

01–02

Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.

03–04

For the next minute, you can see any invisible creature if you have line of sight to it.

05–06

A CR 1/4 beast chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later.

07–08

You cast fireball as a 3rd-level spell centered on yourself.

09–10

You cast magic missile as a 5th-level spell.

11–12

Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.

13–14

You cast Sickening Radiance centered on yourself.

15–16

For the next minute, you regain 5 hit points at the start of each of your turns.

17–18

You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.

19–20

You cast grease centered on yourself.

21–22

Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.

23–24

Your skin turns a vibrant shade of blue. A remove curse spell can end this effect.

25–26

An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.

27–28

For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.

29–30

You teleport up to 60 feet to an unoccupied space of your choice that you can see.

31–32

Your form becomes vaguely translucent and attacks against you are at disadvantage until the end of your next turn. 

33–34

Maximize the damage of the next damaging spell you cast within the next minute.

35–36

Roll a d4. For the next minute, your strength modifier changes by a number equal to the roll. If the roll is odd, you get weaker (subtract it); if the roll is even, you get stronger (add it).

37–38

1d4 tiny copies of you, controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They cannot cast spells, have 1 hitpoint, and possess no equipment. They vanish after 1 minute.

39–40

You regain 2d10 hit points.

41–42

You turn into a statue until the start of your next turn. While a statue, you are incapacitated, have resistance to slashing, piercing, and bludgeoning damage, and have vulnerability to all elemental damage. If you drop to 0 hit points, your statue shatters, and your form reverts.

43–44

For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.

45–46

You cast levitate on yourself.

47–48

A horn grows from your forehead. It is a strength based natural weapon with which you are proficient, dealing 1d6 piercing damage. It falls off after 10 minutes. 

49–50

For the next minute your mouth transforms into a proboscis. You  can’t speak for the next minute, except through buzzes, clicks, and whistles. 

51–52

A dorsal shield grows from your spine for the next minute, granting you a +2 bonus to AC and immunity to magic missile.

53–54

You are immune to being intoxicated by alcohol for the next 5d6 days.

55–56

Your hair falls out but grows back within 24 hours.

57–58

For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame.

59–60

You regain your lowest-level expended spell slot.

61–62

For the next minute, you must shout when you speak.

63–64

You cast fog cloud centered on yourself.

65–66

Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.

67–68

Until the end of your next turn your fingers transform into stubby claws, granting a burrow speed of 30 feet, and you are frightened by the nearest creature .

69–70

Each creature within 30 feet of you is transported to the astral plane until the end of your next turn. 

71–72

You gain resistance to all damage for the next minute.

73–74

A random creature within 60 feet of you becomes poisoned for 1d4 hours.

75–76

You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.

77–78

You cast polymorph on yourself. If you fail the saving throw, you turn into a lizard for the spell’s duration.

79–80

Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.

81–82

You can take one additional action immediately.

83–84

Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.

85–86

You cast mirror image.

87–88

You cast Alter Self on yourself.

89–90

You become invisible for the next minute. During that time, other creatures can’t hear you. The invisibility ends if you attack or cast a spell.

91–92

If you die within the next minute, you immediately come back to life as if by the reincarnate spell.

93–94

Your size increases by one size category for the next minute.

95–96

You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute, but you can fit through an opening 1 inch or larger.

97–98

You are surrounded by faint, ethereal music for the next minute.

99–00

You regain all expended sorcery points.

Critical Mass

At 1st level, you gain the ability to channel radiation energy to deal damage. You have a pool of d6s that you spend to fuel this damage. The number of dice in the pool equals 1 + your warlock level.

As a bonus action, you can release radiation to all creatures within 5 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and deal radiant damage equal to the total. Creatures who fail a Constitution Save against your Spell DC take full damage, creatures that succeed take half damage. 

Any time you use this feature, the DM can then have you roll on the Relentless Mutation Surge table  for each die used.

Permanent Mutation (Mobility)

Your body mutates to gain both a mobility adaptation.

Mobility Adaptations

  • Patagium Glide - You have specialized folds or wings that allow you to slow and adjust your descent. When you fall and aren't incapacitated, you can subtract up to 100 feet from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every 1 foot you descend.
  • Nimble Climber - You have a climbing speed equal to your walking speed, and you can fall 30 feet without taking damage.
  • Underwater Adaptation - You can breathe air and water, and you have a swimming speed equal to your walking speed.
  • Burrow Adaptation - You can hold your breath for 10 minutes, and you have a burrowing speed equal to your walking speed
Burrow Adaptation

You can hold your breath for 10 minutes, and you have a burrowing speed equal to your walking speed.

Nimble Climber

You have a climbing speed equal to your walking speed, and you can fall 30 feet without taking damage.

Patagium Glide

You have specialized folds or wings that allow you to slow and adjust your descent. When you fall and aren't incapacitated, you can subtract up to 100 feet from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every 1 foot you descent

Underwater Adaption

You can breathe air and water, and you have a swimming speed equal to your walking speed.

Permanent Mutation (Utility)

Your body mutates to gain both a mobility and utility adaptation.

Utility Adaptations

  • Grappling Appendages - You have two special appendages growing alongside your arms. Choose whether they’re both claws or tentacles. As an action, you can use one of them to try to grapple a creature. Each one is also a natural weapon, which you can use to make an unarmed strike. If you hit with it, the target takes bludgeoning damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Immediately after hitting, you can try to grapple the target as a bonus action. These appendages can’t precisely manipulate anything and can’t wield weapons, magic items, or other specialized equipment.
  • Carapace - Your skin in places is covered by a thick shell or scales. You gain a +1 bonus to AC when you’re not wearing heavy armor.
  • Acid Spit - As an action, you can spray acid from glands in your mouth, targeting one creature or object you can see within 30 feet of you. The target takes 2d10 acid damage unless it succeeds on a Dexterity saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus. This damage increases by 1d10 when you reach 11th level (3d10) and 17th level (4d10). You can use this trait a number of times equal to your Consitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
  • Natural Weapon - You have a natural weapon grow from your body: sharp fangs, serrated claws, a barbed tail, etc. You are proficient in using your natural weapon in an attack that deals 1d6 + your STR or DEX modifier, instead of the normal damage for an unarmed strike.
  • Echolocation - Your gain the ability to distinguish high pitch frequencies. You have advantage on Perception checks which require listening, and you can use a bonus action to gain blindsense in a 10 foot radius around you until the end of your next turn. 
Acid Spit

As an action, you can spray a stream of acid from glands in your mouth, targeting one creature or object you can see within 30 feet of you. The target takes 2d10 acid damage unless it succeeds on a Dexterity saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus. This damage increases by 1d10 when you reach 11th level (3d10) and 17th level (4d10).

Carapace

Your skin in places is covered by a thick shell. You gain a +1 bonus to AC when you’re not wearing heavy armor.

Echolocation

You gain the ability to distinguish high pitch frequencies. You have advantage on Perception checks which require listening, and you can use a bonus action to gain blindsense in a 10 foot radius around you until the end of your next turn. 

Grappling Appendages

You have two special appendages growing alongside your arms. Choose whether they’re both claws or tentacles. Each of these appendages is a natural weapon, which you can use to make unarmed strikes. If you hit with it, the target takes bludgeoning damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Immediately after hitting, you can try to grapple the target as a bonus action. These appendages can’t precisely manipulate anything and can’t wield weapons, magic items, or other specialized equipment.

Natural Weapon

You have a natural weapon grow from your body: sharp fangs, serrated claws, a barbed tail, etc. You are proficient in using your natural weapon in an attack that deals 1d6 + your STR or DEX modifier, instead of the normal damage for an unarmed strike.

Titanic Resilience

Starting at 10th level, your maximum hit points increases by 30. Additionally, you may gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal half your warlock level + your Charisma modifier. 

Unleashed Form

Your time spent in service to your Patron has begun to take a lasting effect. As an action once per long rest, you may lose control of your mortal form and transform into a young Kaiju.

Designing a Kaiju

  1. Select three Beasts.
  2. Select ability scores, movement speeds, and available actions this kaiju will retain from those beasts.
  3. Multiply all natural weapon's dice by two.
  4. Pool their combined health and add 100.
  5. Your size is Huge. 

In this form, you deal double damage to structures, and you may cast eldritch blast. All other stats and abilities are replaced by your new form. This transformation lasts for 1 minute or until you reach 0 HP.

Comments

Posts Quoted:
Reply
Clear All Quotes