Base Class: Warlock
Warlocks who enter a pact with The Monster gain the terrifying ability to transform into monstrous beings, embodying the raw, untamed power of their inner monster. These warlocks can shift their form to gain the strengths and abilities of fearsome creatures, from enhanced physical prowess to supernatural resilience. This transformation reflects the chaotic nature of their patron, allowing them to unleash havoc upon their foes while teetering on the edge of losing their humanity. Bound by a pact that channels dark magic into primal fury, these warlocks must navigate the thin line between power and monstrosity.
Expanded Spell List
1st-level Monster feature
The Monster 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.
Monster Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | inflict wounds, hunter's mark |
| 2nd | alter self, enhance ability |
| 3rd | bestow curse, haste |
| 4th | death ward, phantasmal killer |
| 5th | antilife shell, contagion |
Transformation
1st-level Monster feature
You manifest an aspect of your patron’s dreadful power, embracing a grotesque form that reveals the monstrous nature lurking within all beings. As a bonus action, you transform for 1 hour, invoking a horrifying change in your appearance. You gain the following benefits while transformed:
- You gain temporary hit points equal to 1d10 + your warlock level. If you kill a creature whilst in this form you gain temporary hit points equal to 1d10 + your warlock level.
- Choose one of the following movement adaptations:
- Burrowing: You gain a burrow speed equal to your walking speed.
- Climbing: You gain a climb speed equal to your walking speed and can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
- Swimming: You gain a swim speed equal to your walking speed and can breathe underwater.
- Your limbs twist and elongate, sprouting claws, fangs, or other natural weapons. These natural weapons deal 1d8 + your Charisma modifier as slashing, piercing, or bludgeoning damage (your choice), and count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You have a +1 bonus to attack and damage rolls made with these natural weapons.
You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
The appearance of your Transformation is a horrifying reflection of your inner fears, regrets, and doubts about yourself. Your skin may crawl with writhing tendrils, your eyes may bulge unnaturally, or your mouth may stretch into a ghastly grin filled with too many teeth. This transformation is a visceral reminder of the dark pact that binds you, it is painful and terrifying to behold.
Butcher
6th-level Monster feature
You feel yourself becoming more of a monster, your Transformation feature changes accordingly:
- Your natural weapons now deal 1d10 + your Charisma Modifier and you have a +2 bonus to attack and damage rolls made with them.
- Your natural weapons gain the ammunition property, when you make a melee attack with the natural weapons, you ignore its ammunition property. You can use the natural weapons as a martial ranged weapon. If you do, it uses the ammunition property, it regenerates its own ammunition.
- You gain an additional movement adaptation
- Flying: You gain a Flying speed equal to your walking speed.
In addition, once during each of your turns, when you hit a creature with an attack roll and roll damage against the creature, you can replace the damage type with force damage. While you are using your Transformation, you can roll one additional damage die when determining the force damage the target takes.
Stalker
10th-level Monster feature
You begin to embrace your inner monster further, your Transformation feature changes accordingly:
- Your natural weapons now deal 2d8 + your Charisma Modifier and you have a +3 bonus to attack and damage rolls made with them.
- Choose one of the following sense adaptations:
- Tremorsense: You gain tremorsense to a distance of 120 feet.
- Blindsight: You gain blindsight to a distance of 120 feet.
- Truesight: You gain truesight to a distance of 120 feet.
In addition, when you are hit by an attack while transformed using your Transformation feature, you can use your reaction to unleash a horrifying screech. Each creature of your choice within 60 feet of you must make a Wisdom saving throw against your spell save DC or become frightened of you until the end of their next turn, you have advantage on attacks against any creature frightened this way. Once you use this feature, you can't use it again until you finish a short or long rest.
Embrace
14th-level Monster feature
You fully embrace your inner monster finalising your transformation. When you kill a creature you may move up to your movement towards another target without provoking attacks of opportunity and attack them with advantage, this feature can be used once per turn
In addition, when you make an attack of opportunity against a creature, if you hit the creature is forced prone and their turn ends
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