Warlock
Base Class: Warlock

Call upon a formless hivemind
Your pact connects you to the incomprehensible mind of an ancient and powerful ooze, such as an Elder Oblex, the Demon Lord Jubilex, or another sentient ooze. Your powers utelize the strength of your link to transform your body and mind, granting you an unearthly understanding of these blobs of endless hunger.

Level 3: Alien Awareness

You are able to link yourself to the mysterious well of knowledge gathered by your patron. You no longer require sleep, and magic can’t put you to sleep. You can finish a Long Rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness. After completing a Long Rest in this way, you gain two additional skill proficiencies of your choice from the Warlock starting proficiency list. You retain these proficiencies until the next time you finish a Long Rest.

Level 3: Ooze Spells

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

Ooze Spells

Warlock Level

Spells

3

Bane, Charm Person, Detect Thoughts, Hold Person

5

Hypnotic Pattern, Fear

7

Dimension Door, Hallucinatory Terrain

9

Dominate Person, Hold Monster

Level 3: Ooze Anatomy

You develop certain ooze-like qualities which transform your body. You gain the following benefits.

Rubbery Skin. While not wearing armor or wielding a Shield, your AC equals 12 + your Charisma modifier.

Slithering Limbs. When subjected to an effect that would give you the Prone condition, you can use your Reaction to remain upright. After using this Reaction, your Speed becomes 0 until the end of your next turn.

Sticky Coating. You have a Climb Speed equal to your Speed, and can move up, down, and across vertical surfaces and along ceilings while leaving your hands free.

Level 6: Amorphous Cleansing

You have the Lesser Restoration spell prepared and can cast it using a Warlock spell slot. At the beginning of your turn (no action required), you can cast Lesser Restoration on yourself without using a spell slot and without Verbal or Somatic components. Once you cast Lesser Restoration in this way, you cannot do so again until completing a Short or Long Rest.

Level 6: Otherworldly Sense

At the beginning of your turn (no action required), you can cover your eyes with a layer of ooze which senses the vibrations in the air. While this ooze covers your vision, you gain Blindsight up to a range of 60 ft., but are considered blind beyond that range. After using this feature, you may choose to regain your normal vision at the beginning of each of your subsequent turns, but lose access to your Blindsight until the next time you activate this effect.

Level 10: Eat Memories

As a Magic Action, you touch a creature within 5 ft. of you, attempting to consume one of its memories. That creature must make a Wisdom saving throw against your Warlock spell save DC. On a failure, the creature takes an amount of d8's equal to your Charisma modifier (minimum of 1) in Psychic damage and becomes memory drained until it benefits from the Remove Curse spell or similar magic. On a success, the creature takes half as much Psychic damage only. Creatures who lack the ability to organically store memories, such as constructs or other brainless creatures, succeed on the save automatically. While memory drained, a creature loses access to one Proficiency with a skill, tool, language, weapon, or armor of its choice, and has Disadvantage on ability checks made to recall information. It loses access to an additional proficiency for each time it is memory drained beyond the first.

Once you use this feature, you cannot do so again until completing a Long Rest, unless you spend one of your Warlock spell slots.

Level 10: Stolen Identity

Whenever you successfully eat a creature's memory with your Eat Memories feature, you are able to learn a number of details about the creature’s identity. Such details (at your GM’s discretion) may include the following information:

  • The creature’s name, age, and place of origin.
  • Its profession or affiliation with specific groups and organizations.
  • The nature of its relationship with certain individuals or deities.
  • Its likes, dislikes, goals and ambitions.
  • Other details of personal importance to the creature.

You are also able to closely mimic the creature’s mannerisms, such as the way it moves or speaks, and have Advantage on Charisma checks made to act in a way which resembles the creature. Finally, when you apply the memory drained condition to a creature and cause it to lose a proficiency, you gain that proficiency until you finish a Long rest, given that you do not have it already.

Level 14: Echoed Impersonation

As a Bonus Action, you can summon a copy of yourself, or another creature which memories you've eaten before, as long as that creature's size is no larger than your size. The impersonation forms in an unoccupied space within 5 ft. of you, and appears, feels, and sounds exactly like the creature it impersonates. For all practical purposes, the impersonations are you, meaning you occupy your own space and the impersonation's space simultaneously. On your turn, you are able to move yourself and any number of summoned impersonations, which have the same Speed as you, and act either from one of their spaces, or from your own space. The impersonations disappears into a pile of goo if they take damage, if you become Incapacitated or die, if they are ever more than 120 ft. away from you, or if you choose to dismiss any number of them as a Bonus Action. You may only have a maximum number of impressions equal to your Charisma modifier summoned at a time, and no two impressions can be of the same creature.

Previous Versions

Name Date Modified Views Adds Version Actions
7/28/2026 4:16:33 PM
0
0
1
Coming Soon
7/28/2026 4:23:39 PM
0
0
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes