Warlock
Base Class: Warlock

Somehow, you came in contact with a Scarab, a sentient weapon used to create Infiltrators by an unknown group.  The Scarab fused to your spine, and separation would result in the death of both of you. The Scarab grants you powered armor and abilities, but there is always a risk of the Scarab taking control of your body, possibly turning it to the purposes of its makers.  You can fight the Scarab for control, mastering its powers, or befriend it, working together. It is protective of you - whether from friendship or simply to preserve its own existence. As a weapon, it is often bloodthirsty, encouraging you to ruthless behavior or offering more lethal attacks.  The Scarab may be disconnected from its creators and acting independently, or it may be constantly planning to turn your actions to their aid.  Note: this works best with Pact of the Blade.

 

 

Expanded Spell List

The Scarab 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.

1st: Shield, Thunderwave

2nd: Alter Self, See Invisibility

3rd: Erupting Earth, Lightning Bolt

4th: Fire Shield, Resilient Sphere

5th: Hold Monster, Legend Lore

Scarab Armor

Starting at 1st level, your scarab coats you in armor to protect you.  At will, you can create armor on yourself, raising your AC to 13 + your Charisma modifier.  This lasts for 8 hours unless dismissed. No material components or spell slots are expended.

Scanning

Starting at 1st level, your scarab enables you to learn about items in your vicinity.  Any Arcana, Nature, Survival, History, or Religion check you use to learn about an object is rolled with a bonus equal to your Warlock level.

Sonic Weaponry

Starting at 6th level, your scarab aids you with sonic weaponry.  Any spell you cast that deals thunder damage adds your Charisma modifier to one of the damage rolls against one of its targets.  If you have taken Pact of the Blade, your Charisma modifier is also dealt as bonus thunder damage on each attack with your pact weapon.

Antagonist Adaptation

Starting at 10th level, your scarab’s scanning ability allows you to see and take advantage of your opponents weaknesses.  If the target of your spell is vulnerable to any type of damage, your spell does damage of that type.

Release Control

Starting at 14th level, you can allow your scarab to take control, once per short rest.  This makes you more powerful, but your actions are not up to you. You get two attacks per turn.   However, each spell you use is chosen randomly from your list of spells known by rolling a d20 - which could mean you use a buffing spell on an enemy, and you can’t safely attempt to use a healing spell on an ally.  Every weapon attack is made using a random roll of a die to determine which of the creatures in range you attack. You can, however, control where you move, whether you use a spell or a weapon attack, and what your target is with a spell.  The scarab’s control lasts for one minute.

The Scarab Image

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