Base Class: Warlock
Instead of making a deal with some horror from another world, or sealing a pact with a being from the lower planes, these warlocks have made a deal with a proctor of the sciences without a moral compass. They have allied themselves with a mad scientist, and have allowed them to experiment on their bodies and magic abilities, altering the physiology and magic of their subjects with their insane experiments. Or on the other end of things, these warlocks might be the creation of this mad scientist through the manipulation of body parts and magic to create new life and are seeking a new patron. One way or another you are just as erratic and unpredictable as your creator, or partner..
Expanded Spell List
The Mad Genius 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.
The Mad Genius Expanded Spells
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Estranged Metamorphose
Starting at 1st level, Your experience of being experimented on and as the passion project of an estranged scientist has physically altered your physicality and biology. Choose one of the three options bellow.
Aberration. You have been changed one way or another into something alien and unnatural, you are no longer considered a humanoid and instead an aberration and you gain the following effects: you are resistant to psychic damage and gain proficiency in wisdom saves, but if you are already proficient then you chose intelligence or charisma.
Monstrosity. Your physicality has been altered in a way that makes you monstrous and feral looking or acting, you are no longer considered a humanoid and instead considered a monstrosity and gain the following effects: you become proficient in unarmed strikes and your unarmed strikes do 1d4 slashing, and any ability checks that are about, or directly related to, monstrosities you have advantage in.
Construct. Your have been built from the ground up or even rebuilt from your original body, you are no longer considered a humanoid and instead considered a construct and gain the following effects effects: any spell or effect that normally wouldn’t effect constructs effect you and you don’t need to sleep, eat, drink, or breathe.
Abominable Form
Starting at 6th level, your form has mutated and grown beyond what it was like even after your experiences with your patron. You grow 4d4 inches and choose one of the following mutations:
- Your body mass increases and becomes monstrous, your strength increases by 2
- Large tentacles sprout out of your back that are capable of wielding weapons and striking opponents. unarmed attacks and melee weapon attacks made with these tentacles have a reach of 10 feet and can reach in all directions.
- Your skin becomes scaly and course, you have resistance to bludgeoning, piercing, and slashing damage.
- Gills grow on your neck and your fingers and toes become webbed, you can breathe in water and you gain a swimming speed equal to your walking speed
- Large moth like wings sprout from your back and you gain a 30 foot flying speed .
you choose a secondary normal mutation at level 14
Mutated Magic
Starting at 10th level, When you cast a spell that does fire, cold, lighting, poison, acid, necrotic, force, or radiant damage, roll 1d10. If the roll is a 1 or a 10, it does extra damage of that type equal to your warlock level. Additionally, before you cast a spell you can change the damage type to any of the aforementioned damage types.
you can use this times equal to your proficiency bonus before a short or long rest.
Maximum Mutation
Starting at 14th level, As you reach the peak of your mutations and changes, your body is altered into a machine of destruction, choose one of the following greater mutations:
Draconic Breath. Your lungs transform into draconic like lungs, choose from lighting, acid, poison, cold, and fire. As an action you can exhale a breath weapon in a 30 foot cone that deals 9d6 of the chosen damage. You can do this once per long rest.
Alien Psyche. Your brain becomes alien and otherworldly in nature, you gain three cantrips, two first level spells, and one third level spell from any class’ spellcasting table. These spells count as warlock spells for you and don’t count against your known warlock spells.
Monsterous Weapon. A tail sprouts out of the bottom of your torso, this can be a spiked(piercing), clubbed(bludgeoning), or bladed(slashing) tail. You can make an attack with this tail as a bonus action or as a reaction to taking damage that uses your strength modifier to hit and you are considered proficient in tail attacks. These hits deal 4d6 + your strength modifier of the damage type.
Previous Versions
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