Base Class: Warlock
You have made your pact with Juiblex — a force that manifests in sentient magic tattoos etched from the ooze of the abyss. The mighty rune Blood Fury is the most notable of these markings, which has been hidden within legendary scrolls throughout the multiverse. The vile force behind these tattoos can offer power to warlocks who form pacts with it. Many Macabre Skirmisher warlocks create tattoos that emulate those formed in the abyss.
Because Juiblex is known to have carved the first of these markings, many sages speculate that he is the markings, crawling underneath the skin of his warlocks to manipulate events on the material plane. No patrons' bond is stronger than that of Juiblex.
Expanded Spell List
The Macabre Skimisher 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.
Macabre Skirmisher Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | shield, feather fall |
| 2nd | blur, blindness/deafness |
| 3rd | blink, Haste |
| 4th | fire shield, freedom of movement |
| 5th | telekinesis, antilife shell |
Noisome Cuff
Starting at 1st level, Eldritch Blast is a melee spell attack and you gain the following benefits:
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You gain a bonus to damage rolls equal to your proficiency bonus.
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Any attack roll you make is a critical hit on a roll of 19 or 20 on the d20.
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You may cast one beam of eldritch blast as a bonus action.
Rubber Cocoon
At 1st level, The influence of your patron also allows you to mystically channel your will through your tattoos allowing them to passively strengthen and defend you. The tattoos effect the consistency of your skin allowing for harder attacks and attacks to bounce off of you. your unarmored AC is 13 + Charisma modifier + Constitution modifer.
Living Ink
Starting at 6th level, you can let the ooze escape you flesh, temporarily binding two ooze to your service. Gray Ooze, the statistics for which are in the Monster Manual. When the two Gray Ooze appear, Roll initiative for them as a group, with their own turn together. they obey your verbal commands, gain {{(classlevel/2)@rounddown#signed}} temp HP and gain a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0).
The Ooze remains in your service until the end of your next long rest, at which point it crawls back into your body.
Once you secrete the ooze with this feature, you can’t use the feature again until you finish a long rest.
Adhesive appendages
At 10th level, you are able to manifest three magical appendages of ooze. You can use these appendage to strike at three creatures of your choice that you can see within 15 feet, one appendage per action. The target must succeed on a Strength saving throw (DC equal to 8 + your proficiency bonus + your strength modifier) or be pulled up to 10 feet in a straight line towards you. When you use your Adhesive Appendages ability, you can attempt a grapple with each of your appendages. when a grapple is successful they are also in addition considered to be both restrained and suffocating. The creature may attempt to repeat the save as an action to break the grapple.
Juiblex Abomination
At 14th level, you assume the form of a different creature for the duration. The new form can be of any creature with a challenge rating one-third of your level or lower. You must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting trait. Your creature type is ooze regardless of what you transform into. Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus listed in its statistics is higher than yours, use the creature's bonus in place of yours. You can't use any legendary actions or lair actions of the new form. You assume the hit points and Hit Dice of the new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious. You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can't use any special senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak. When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The GM determines whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change shape or size to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state.During this ability's duration, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception: if your new form has more hit points than your current one, your hit points remain at their current value.
Previous Versions
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2/10/2022 8:12:39 PM
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Coming Soon
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