Warlock
Base Class: Warlock

You have inherited the consciousness of an ancient virus known as the Solver of the Absolute Fabric, or the Absolute Solver for short, and it has chosen to awaken itself in you now. You are now its host, and it intends to use you to achieve great things - whether that be fantastic deeds or horrors beyond comprehension. Work with your DM to determine the nature of your relationship with the Absolute Solver, whether it be friendly and have the two of you working to achieve the same or similar goals, or a constant battle for control over your body, or something in between.

 

Level 3: Solver's Grasp/Eldritch Transformation

Solver's Grasp (3rd Level Feature)

At 3rd level, you can manipulate objects and creatures using the Solver.

  • Mage Hand: As an action, you can cast mage hand without material components. The spectral hand takes the form of the Solver symbol (colored yellow or your eye color, if applicable). It lasts until dismissed as a bonus action, can wield physical weapons, and can carry up to 50 pounds. You must have at least one free hand to use this ability.
  • Telekinetic Throw: As an action, you can force one humanoid within range to make a Constitution saving throw. On a failure, they are lifted by the Solver and moved up to 30 feet in a direction of your choice before being released. The Solver then dissipates. You can use this feature a number of times equal to twice your proficiency bonus, regaining all expended uses after a short or long rest.

Eldritch Transformation

The Absolute Solver has drastically altered your body. Starting at 3rd level, you gain the following features:

  • Wings: You sprout a pair of wings, granting you a flying speed equal to your walking speed. However, you cannot fly while wearing medium or heavy armor. You can retract or deploy your wings as a bonus action.
  • Claws or Tail: Choose one:
    • Clawed Hands: Your claws count as unarmed strikes, dealing 1d6 + Strength slashing damage instead of normal unarmed damage. Once per turn, when you make a claw attack as part of the Attack action, you can make an additional claw attack. While your claws are active, you cannot use your hands normally until you retract them (bonus action).
    • Tail: Your tail deals 1d8 piercing damage and has the reach property. When a creature within 10 feet hits you with an attack, you can use your reaction to swipe your tail, rolling a d8 and adding the result to your AC, possibly causing the attack to miss.
    • If you already have both natural claws and a tail, you gain proficiency in Intimidation instead.
  • Biological Changes:
    • You no longer need to eat or drink but must regularly consume blood (or oil) to survive.
    • You are immune to poison and disease.
    • Your heart has transformed, now containing both your consciousness and the Absolute Solver

Level 3: Solver Spells

The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Solver Spells table, you thereafter always have the listed spells prepared.

Solver Spells
Warlock Level Spells
1 Silent Image, Grease
3 Alter Self, Blur
5 Blink, CounterspellFabricate, Polymorph
7 Telekinesis, Creation

Level 6: Get Snuck Up On

At 6th level, the Absolute Solver assists you in moving around, allowing you to teleport around at incredible speeds. As a bonus action or as a reaction to taking damage, you can cast misty step at will, without expending a spell slot. Alternatively, instead of using your regular movement, you can use misty step a number of times equal to your walking speed divided by 10 (round down), and you can use this kind of movement a number of times equal to your Dexterity modifier, regaining all expended uses after completing a short or long rest. You cannot use both of these features in the same turn.

Pranked

Also at 6th level, the Absolute Solver can create illusions for you in order to fool others. As an action, you can cast major image without expending a spell slot or using material components. You can cast major image in this way a number of times equal to your Charisma modifier, regaining all expended uses after completing a long rest.

MacGuffin

Also at 6th level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your warlock level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend one use of your Solver "throw" action to make a ranged attack with a range of 20/60 using the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies.

Regrow

Also at 10th level, you gain the ability to heal from damage and regrow lost limbs. As an action, you can start to heal yourself. You regain 2d8 + {{modifier:cha}} hit points, and for 1 minute, you regain 1 hit point at the start of each of your subsequent turns. Also, any lost limbs regrow over the course of that same minute. You cannot use this feature if you are in "heart" form, and gained hit points cannot exceed your current hit point maximum.

Level 10: Callback Ping

At 10th level, you gain the ability to temporarily take control of other creatures. As an action, you can cast dominate person a number of times equal to your proficiency bonus, regaining all expended uses after completing a short or long rest. The maximum duration for this spell when cast in this way is 30 minutes. While the targeted creature is under the effects of the spell, its eyes (if it has any) change to become the Solver symbol, colored either yellow or your eye color (if you have eyes).

Level 14: [null]

At 14th level, you gain the ability to create an object of utter destruction at will. As an action, you can create a sphere of annihilation that is up to 5 feet in diameter and "throw" it like a ball up to 40 feet away from you. You must have at least one hand free in order to do this. The sphere will be destroyed after passing through any object that is 5 or more feet thick.

You can use this feature a number of times equal to half of your proficiency bonus (rounded down), and regain all expended uses after completing a long rest.

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