Warlock
Base Class: Warlock

Some people may hear a calling, a calling from Ketcthulu. Once someone makes a pact with Ketcthulu, with it being willingly, or just from eating some really good ketchup, the warlocks may feel empowered by the taste and texture of ketchup, and extremely devoted warlocks of The Ketchup may strive to create new types of ketchup, or to just get a bunch and then eat/drink it all. Also, through the power of ketchup, warlocks get more spells.

Ketchupy desire

Ketchup makes you more powerful when you consume it. Depending on what you serve it on, it will give you buffs.

  • Eating ketchup raw will give you a +1 bonus to attack roles for 1 minute.
  • Eating ketchup on eggs will give you (1 + CHA with a minimum of 1) temporary HP for 10 minutes.
  • Eating ketchup on various vegetables will give you either a +1 bonus to your STR modifier or CON modifier for 1 hour.
  • Eating ketchup on fruit will give you advantage on constitution saves for 1 hour.

Become one with Ketchup

Starting at 6th level you may call upon the power of Ketcthulu in order to become ketchup for 1 minute once per long rest. While you are ketchup, you have the following stats:

Ketchup

STR -1 (8) DEX +5 (20) CON +1 (13) You keep your WIS CHA and INT.

Amorphous. You can move through a space as narrow as 2 inches wide without squeezing.

Damage immunities: poison.

Mush. you slam into a creature within 5 feet of you, and it has to make a STR save equal to your spellcasting DC. On a failure, the creature takes 7 (2d6 acid damage) and is knocked prone. On a success, it takes half the damage, and is not knocked prone.

Ketchupy immortality.

Starting at 14th level, the ketchupy energy you channel allows you to resist unconsciousness. When you are knocked unconscious, you can instead spring back to your feet with a burst of tasty ketchup. You regain 3d10+CHA HP. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Charisma modifier, and it is poisoned until the end of your next turn.

Once you use this feature, you can’t use it again until you finish a long rest.

Summon ketchup monster.

You call forth the power of ketchup, and one ketchup bottle that you can see within 120 feet of you transforms into a ketchup monster.

Ketchup Monster.

STR +2 (15) DEX +4 (18) CON +0 (11) INT -4 (3) WIS -1 (9) CHA -1 (8)

Engulf. (Recharge 5-6) The ketchup monster moves into a creature of your choice and forces it to make a CON saving throw. On a failed save, the target is grappled and it takes 1d8+ CHA acid damage at the start of each of its turns. The target can take an action to escape the grapple, and if it succeeds; it is free, and doesn't take the damage anymore.

Ketchupy Punch. Melee weapon attack, +5 to hit, 7 (2d6) acid damage.

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