Warlock
Base Class: Warlock

Your patron is a mollusk from the great beyond, from The Far Realm or Limbo, lost to time. The reasoning for this connection remains unknown but what this entity has imparted unto you is in itself mind bending, both so much to understand but so little at the same time. Entities that gift their knowledge to mortals themselves are shrouded in mystery, and as such are often unknown to history entirely. 

The Mollusk itself is lost to history, its origins unknown and interests define the term "alien." All that is known about The Mollusk is that it is often referred to as "Clam" and from an unknown world called "Tik Tok," a void of different snippets of different realities.

The Mollusk itself has the ability to grant someone who makes their deal with it spells that themselves cannot be taught or known to others. These spells, and the boons gifted are meant to slowly make the one who made the deal slowly a mollusk. Current theories about the entity suggest that over time it dies, and those who made deals with it become a replacement, taking over and becoming a new patron for others.

Speculation about this entity itself often can be mind bending for those who attempt to speak about it, so much so that those who attempt to try and spend time researching this entity often either go missing, or become a warlock of the Mollusk them self. The common theory is that those who go missing become clams.

 

Mollusk Enhancements

The Mollusk has granted unto you various boons of your choice. These boons can be physical, mentally, or spiritually.

At level 1 you gain an enhancement, you can chose additional enhancements at 6th, 10th, 14th level. When gaining access to additional enhancements, instead of chosing an option newly offered, you can obt to chose another enhancement from the previous level (ex. You may chose Skin of the Clam at level 1, and instead of taking a level 6 option, you can take another level 1 option) 

Level 1 Options:

Skin of the clam: You can use a bonus action to gain a +2 to your AC for 1 minute, hardening your skin to be as hard as a clam. This feature reduces the creatures speed by 15 feet. This feature can be used an amount of times equal to the creatures Charisma modifier.

Grasp of the Octopi: Using an action, the creature gains 30 additional feet to their climbing speed. This feature can be used once per long rest.

Rasp of the Shipworm: The creatures skin become more prickly, and dry out. The creature takes 1d4 fire damage and any melee attacks against the creature inflict 2d6 piercing damage and this effect ends

 Level 6 Options:

Ink from the Deep: As an action, the creature can cast the darkness at its lowest level, this spell does not count towards learned spells and acts as a warlock spell for the creature.

Strike from below: As an action, the creature can gain the effects of a rogue's sneak attack (3d6) this counts as a melee attack, or a single blast of eldritch blast, this feature can be used once per day and once successful, it takes one week to regain.

Level 10 Options:

Ring of Venom: Your touch becomes that of a Blue Ringed Octopus, as an action you can gain blue rings around your hands. For the next minute, any attack (weapon or spell) deals an additional 3d8 poison damage (ignoring resistances), the target then must make a Constitution saving throw, upon a failure the target is poisoned.

Shell of the Snail: As an action you can gain a +6 to your AC, and gain 30 temporary hitpoints, using this results in your movement being reduces by 25 feet, this effect lasts until the creature spends another action to end the effect, or when the creature's temporary hitpoints are used. Once this effect ends, you gain a point of exhaustion.

Level 14 Options:

Acid of the Mollusk: You channel the essence of your patron, and in return your patron grants you a blast of acidic fluid from yourself. As an action you can shoot a 30ft cone of acid, creatures within it must make a Dexterity saving throw, on a failure the creatures take 15d4 acid damange and their movement speed is reduced by 15 feet for the next round, and half as much on a successful save.

Hydrothermal Feast: The creature gains immunity to fire damage, instead of taking fire damage, the creature regains that damage as health (for example, if the creature was to take 21 fire damage, instead of taking damage, they heal 21 hitpoints). Using this feature results in the creature taking a level of exhaustion and must make a concentration check at the end of their next short rest, if the creature fails they do not gain the benefits of a short rest. 

Acid of the Mollusk

You channel the essence of your patron, and in return your patron grants you a blast of acidic fluid from yourself. As an action you can shoot a 30ft cone of acid, creatures within it must make a Dexterity saving throw, on a failure the creatures take 15d4 acid damange and their movement speed is reduced by 15 feet for the next round, and half as much on a successful save.

Grasp of the Octopi

Grasp of the Octopi: Using an action, the creature gains 30 additional feet to their climbing speed for 1 minute. This feature can be used once per long rest.

Hydrothermal Feast

The creature gains immunity to fire damage, instead of taking fire damage, the creature regains that damage as health (for example, if the creature was to take 21 fire damage, instead of taking damage, they heal 21 hitpoints). Using this feature results in the creature taking a level of exhaustion and must make a concentration check at the end of their next short rest, if the creature fails they do not gain the benefits of a short rest.

Ink from the Deep

As an action, the creature can cast the darkness at its lowest level, casting the spell in this way ignores truesight (a creature with truesight cannot see in this darkness) this spell does not count towards learned spells and acts as a warlock spell for the creature.

Rasp of the Shipworm

The creatures skin become more prickly, and dry out. The creature takes 1d4 fire damage and any melee attacks against the creature inflict 2d6 piercing damage and this effect ends

Ring of Venom

Your touch becomes that of a Blue Ringed Octopus, as an action you can gain blue rings around your hands. For the next minute, any attack (weapon or spell) deals an additional 3d8 poison damage (ignoring resistances), the target then must make a Constitution saving throw, upon a failure the target is poisoned.

Shell of the Snail

As an action you can gain a +6 to your AC, and gain 30 temporary hitpoints, using this results in your movement being reduces by 25 feet, this effect lasts until the creature spends another action to end the effect, or when the creature's temporary hitpoints are used. Once this effect ends, you gain a point of exhaustion.

Skin of the Clam

Skin of the clam: You can use a bonus action to gain a +2 to your AC for 1 minute, hardening your skin to be as hard as a clam. This feature reduces the creatures speed by 15 feet. This feature can be used an amount of times equal to the creatures Charisma modifier.

Strike from Below

As an action, the creature can gain the effects of a rogue's sneak attack (4d6) this counts as a melee attack, or a single blast of eldritch blast, this feature can be used once per day and once successful, it takes one week to regain.

Expanded Spell List

The Mollusk lets you chose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

SPELL LEVEL SPELLS

1st

create or destroy water, clam person

2nd

moonbeam, healing clam

3rd

tidal wave, wall of water

4th

clam monster, watery sphere

5th

conjure elemental, maelstrom

Cephalopod Like Body

As an action your body becomes looser and you are able to squeeze in spaces equal to 6 - the your Dexterity Modifier in inches (lowest possible: 1 inch) This feature can only be used once per long rest. 

Essence of the Clam

Starting at 6th level, you become one with the essence of mollusks. When submerged in liquids (of any kind) you are able to solidify inside of it, sinking to the bottom and able to move. You do not require air or food in this way, and the effects of a long rest can be gained by taking a short rest. When you sleep in this way you gain a +1 to AC for the first hour of being awake.

Weapon of the Clam

Starting at 19th level, you gain the ability to Wild Shape (similar to that of a Druid) into specifically the following: Giant Squid, Darkmantle, and Flail Snail. While in any of these forms you gain the effects of the creatures Strength, Dexterity, and Constitution, however you keep your Intelligence, Wisdom, and Charisma stats. While in these forms you cannot cast any spells, however you can cast cantrips. 

Previous Versions

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5/9/2020 10:08:20 PM
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