Base Class: Warlock
Your pact with Malar ensures you always have certain spells ready; when you reach a Warlock level specified in the Malarite Spells table, you thereafter always have the listed spells prepared.
Malarite Spells
Warlock Level Spells
3 Inflict Wounds, Command, Fear
5 Darkness, [Tooltip Not Found], Stinking Cloud
7 Evard's Black Tentacles, Polymorph
9 Geas, [spells]Mislead[/spells
Level 3: Vital Feast
Malar has granted you the ability to feast upon the life force of other creatures upon their immediate deaths.
When you reduce an enemy to 0 Hit Points, you gain Temporary Hit Points equal to your Charisma modifier plus your Warlock level (minimum of 1 Temporary Hit Point). You also gain this benefit if someone else reduces an enemy within 10 feet of you to 0 Hit Points.
Level 3: Malarite Spells
The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Malarite Spells table, you thereafter always have the listed spells prepared.
| Warlock Level | Spells |
|---|---|
| 3 | Inflict Wounds, Command, Fear |
| 5 | Darkness, [Tooltip Not Found], Glyph of Warding |
| 7 | Evard's Black Tentacles, Polymorph |
| 9 | Modify Memory, Mislead |
Aspects Of Malar
You manifest aspects of Malars fury. As a bonus action, you transform for 1 minute. You gain the following benefits while transformed:
-You gain temporary hit points equal to 1d10 + your warlock level.
-Your fingertips grow into claws, granting you a natural 1d4+ CHA modifier slashing damage.
-Once during each of your turns, when you hit a creature with an attack roll, you can force it to make a Wisdom saving throw, and if the saving throw fails, the target is frightened of you until the end of your next turn.
-You are immune to the frightened condition.
You can transform a number of times equal to your proficiency bonus per day, and you regain all expended uses when you finish a long rest.
The appearance of your form reflects Malar. Your Flesh and Hair/Fur would fade to black, and your eyes would begin to glow a Crimson red. Your teeth would fashion into fangs, your fingernails would grow into claws, and from both your fangs and claws would drip blood, endlessly as if drenched by sated bloodlust.
Level 6: Malarite Determination
Malar has gifted you his determination, allowing you to succeed in some situations where you'd otherwise fail.
You can call on your Patron Malar to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add 1d10 to your roll. You can do so after seeing the roll but before any of the roll’s effects occur.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), but you can use it no more than once per roll. You regain all expended uses when you finish a Long Rest.
Level 10: Beastly Resilience
Malar has granted you the thick skin of a large armored beast. You have resistance to bludgeoning slashing and piercing damage from nonmagical attacks.
Level 14: Malarite Influence
Malars blood coursing through your veins has granted you the ability to change your form beyond that of normal conditions. You can cast the spell Shapechange once per day without using a spell slot, regaining the ability to do so again after a long rest.
Previous Versions
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