Base Class: Warlock
Whether obtained through a bloodline, blessing or science itself: The Evolution Master subclass grants the Warlock manipulation over the battlefield and their allies. By mutating DNA itself, the Evolution Master can support their allies from afar, controlling the battle using organic weaponry such as toxic nests and symbiotes.
Expanded Spell List
The Fiend lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Fiend Expanded Spells
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4th |
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5th |
Symbiotic Connection
Starting at 1st level, you have the option to attach a symbiote to a willing target within 80 feet.. You control the symbiote and cast your spells from there, being able to telepathically communicate to the host and see what your host sees. The symbiote is clearly visible from anybody looking whilst it is active. If the host moves more than 120 feet away, the symbiote is destroyed and you are stunned for a round. You can attach or detach your symbiote as a bonus action, you move at half speed for a round after detaching it.
Whilst in symbiote, you are wrapped in a cocoon and blinded, deafened, paralysed and rooted. The cocoon receives any non self inflicted damage you take (e.g. warding bond spell). You can feel this damage. If this damage reduces it to 0 hit points, you take the remaining damage, your symbiote is interrupted and you are stunned for 1 round. It has hit points equal to twice you synthesist level + your intelligence modifier. It disappears when you detach your symbiote and reappears at full hit points when you reattach it.
Battlefield manipulator
Starting at 6th level, you can place down five toxic nests within 80 feet as a bonus action. The toxic nests explode when an enemy enters within 5 feet of the toxic nest, dealing 1d6 poison damage and revealing it's location to your team for 1 minute. You can sense them whilst in your cocoon as well.
Also, alongside this feature, you can deep tunnel when inside or outside your cocoon to anywhere within vision once an hour. When in your cocoon, you can deep tunnel to anywhere your host can see.
Mass Evolution
Starting at 10th level, your evolutionary skills have grown so immense that you can grant yourself one mass evolution. Choose from:
- Your lower body has changed into a centipede-like trail. You can cast spider climb at will.
- You have grown an extra set of arms. You are now ambidexturous.
- Your lower body has turned slug-like. Your speed is now 20ft but difficult terrain no longer affects you.
- You have grown nine more eyes, all becoming a toxic green. You now have superior darkvision at 120ft.
- You have grown a beetle-like carapace. You now have natural armour AC 13.
- You have grown a larger lower body with multiple bug-like legs. You have a burrowing speed of 20ft and tremor sense when underground.
Mastermind
At 20th level, your mastery over your symbiote is complete.
Your symbiote has no max range and you can symbiote two targets at a time. You can attach your symbiote to any willing target you can see or know the exact location of.
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Posted Aug 14, 2020Any updates on that?
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Posted Aug 14, 2020There's plenty of problems with this, but I love it! It would be especially cool for a character from the Simic Combine in the Ravnica setting from Magic the Gathering!
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Posted Jul 16, 2020I'm thinking of seperating the Evolution/Battlefield manipulator and the Symbiote into two different subclasses.