Base Class: Warlock
You have made your pact with a being that manifests in unexpected places and unexpected ways. A being that takes a familiar form and lies in wait. You wish to fool people with your form, to be deadly yet unexpected. There is know way of knowing who, or what, is truly behind the mask of your Patron, but they grant you the abilities you need to accomplish your goals.
Through their teachings you have learned to utilize strange adhesive abilities, improve your illusory and transmutative techniques, and even set up traps so those that come seeking your current form are easier to handle.
They said I could be whatever I wanted to be. And now: I am.
Expanded Spell List
The Hexblade 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.
Hexblade Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | disguise self, snare |
| 2nd | barkskin, pass without trace |
| 3rd | glyph of warding, nondetection |
| 4th | polymorph, stoneskin |
| 5th | hallow, mislead |
Mimic Matter
Due to your connection to The Mimic, your body gains a shifting mouth full of sharp teeth and strange knowledge. You gain an unarmed bite attack you are proficient in that deals 1d4+STR damage and has a range of 5 ft. You do not need to use your mouth for this attack, as your mouth transforms out of any body part within range. You can speak to Mimics in a unique language called "Mimic" that only you, other Mimics, and other Mimic Warlocks know. You also gain one additional language of your choice.
Starting at 1st level, the abilities of the Mimic patron add strength to your illusory and shape-changing spells. When you cast an illusion spell that targets only you, you can choose to have that change gain physicality as living matter fills the same space. If you do so, your illusions hold up under tactile inspection, and other objects can't pass through them. These illusions are weak and do not hold up under physical stress. Illusion matter has an AC of 10 and reveals itself to be fake if damaged. Furthermore, illusions cannot be used to damage or interact with other objects. For example, an illusion of a sword cannot be used as a weapon, and an illusion of a key cannot open a lock.
Haphephilia
Starting at 1st level, your body begins the transformation into a more mutable form. Your skin can become sticky, stretchy and eerily maleable. Once per short rest, as a bonus action, you can activate an adhesive on your skin lasting for 10 minutes. While this ability is active:
- You may add your Charisma modifier in addition to your Strength modifier to grapple checks and strength contests against another creature while grappled with them.
- You have advantage on attacks made against a creature you are grappling.
- If you hit with or are hit by a melee attack, as long as you are within 5 ft of the creature, you may make a grapple check against that creature as a reaction.
- When you grapple a creature, instead of using your limbs, you can use your adhesive body. If you make additional grapple checks to hold more creatures, you use appendages to hold them as normal, or use your body if you are currently using appendages.
Hidden in Plain Sight
Starting at 6th level, you become more able to approximate objects and enviornments naturally. This offers the following abilities:
- You can now take the Hide action as a bonus action in order to magically transform into an object. If a creature has line of sight on you, you have disadvantage on the Stealth check. When in object form, you add your Charisma modifier to your AC. You do not gain the benefits of armor or magic items while in this form. You cannot move, cast spells, or take any action when in this form except to return to normal. You remain in this form until you take damage or choose to return to normal.
- When you don't move, your illusions/transmutations are nearly indistinguishable from the real thing. Enemies have disadvantage on any Perception or Insight check to see through your disguises.
Improved Illusions
Starting at 6th level, when you cast an illusion or transmutation that targets only you, you can choose to have the Mimic Matter now act as a part of your body. These spells now count instead as abilities, and thus cannot be dispelled via counterspell or dispell magic. In addition, any checks to maintain concentration on these spells is made with advantage. You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.
Inclusive Form
Starting at 10th level, you begin to incorporate items you carry into your form. For items weighing up to your carry capacity, you can carry these items inside of your body instead. Items carried in this way do not count toward your overall limit and cannot be disarmed/removed. You can equip/remove effects from these items as a bonus action as if you were donning or doffing the item, but you cannot gain the benefits of two items at the same time if it would not normally be possible, such as two suits of armor. When you take a long rest you may choose to either add or remove an item.
If you change your form completely, you still have access and can gain the benefits of all items carried in this way. If you use Hidden In Plain Sight, you now also gain the benefits of armor and magic items carried in this way.
Range of Shape
Starting at 14th level, the range of your transformations becomes even more malleable. When using illusory or transmutative magic, you can appear as one size class larger or smaller than you would normally be able to. In addition to this, you can cast the spell Enlarge/Reduce on yourself once per long rest.
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