Base Class: Warlock
The pact of the mighty Monstrosity is a primal and emotional pact, taken by warlocks that seek the path of a Monsters fury, many druids have been corrupted by the powerful beasts that take their minds and twist it to their will. among the powerful beasts that these warlocks come into contact with are the likes of the terrifying tarrasque, Kraken and even some of the Largest Purple worms that are said to exist deep in the earths crusts. The Monstrosities do not relay themselves in a similar manor to most Patrons, contact from a monstrosity is linked in an unknown way when the pact maker is at their most emotional, communication if any comes in the form a primal rage, emotional anger or hatred that the Patron is currently feeling.
By taking on this patron the warlock harnesses the fearsome powers of the monstrosities, with their overwhelming power and strength the monstrosity can imbue the warlock with its thick hide or large size and many other powerful boons.
Expanded Spell List
The following spells are added to the warlock spell list for you.
1st Level - Arms Of Hadar, Hunters Mark. 2nd - Enlarge/Reduce, Barkskin 3rd - Aura of Vitality, Vampiric Touch 4th - Stoneskin, Giant Insect 5th - Geas, Awaken.
Monstrous Hide
At Level 1, while you are wearing no armor your patron gifts you the thick unrelenting hide that cannot be pierced easily. You gain your Con Modifier + 2 to your AC, You may still gain the benefits of a shield. You also gain the fortitude of the monstrosity, You may use 1D10 instead of your normal 1D8 each level for gaining Hitpoints on level up.
Intimidating presence
At level 6, when someone makes a melee attack against you and is one size smaller than yourself they must make a Constitution saving throw, On a failed save the target is considered frightened, They are unaffected on a success. the sheer monstrous look in your eyes and presence you exude makes it hard for smaller foes to approach you in combat, additionally to being able to frighten your enemies you permanently become resilient to bludgeoning damage by smaller targets. You can use your Intimidating presence feature as many times equal to your Warlock level before needing to take a Short/Long Rest
Monstrous Maw
At level 10, You sense your patrons hunger and need to feast, you feel your jaw start to split and muscles rip in your face as your teeth grow to a jagged maw of sharpened canines. You may as a bonus action make a Bite attack with your maw, this gains an additional +3 to hit against smaller targets along with your normal bonus to hit. The target takes 1D10 +5 Piercing damage, If the target is Smaller size than you it is grappled in your maw (escape Dc 15) Until this grapple ends, the target is restrained, and you can't bite another target. If a Target is Grappled in your maw at the start of your turn, as your action you may attempt to swallow the target as long as you are still larger size than it. To swallow the target you must make perform another bite attack, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside yourself. The target takes 10D6 acid damage at the start of each your turns. If you take more than 25 damage from the victim inside you in one turn, you must succeed a DC15 Con Save or else throw up the victim 10ft away from you. You may only swallow one target at a time unless the target is considered tiny, in which case you can swallow up to 2.
Become the Monster
At level 14, Your patron sends you images and emotional signals that dictates you must become like them if you wish to earn their favor more, Once per Short/long rest you may use this feature to grow to the next size above you (if you have Enlarge active on you, or cast it after you use the feature, you size is capped at the upper end of "Huge"). You gain +2 AC, +5ft melee range and +15ft of movement per size gain.
You can choose one monstrous enhancement from the following when you use this feature -
- Spiked Barbs - melee attackers take 1d4 piercing damage when they attack you.
- Suctioning maw - You gain Advantage on bite attacks.
- Regenerative hide - You heal 1d4 health the round after you take damage.
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