Warlock
Base Class: Warlock

Patrons that fall under the Corruptor have a singular goal: to transform the world to fall under their image. Juiblex, Zggtmoy, Yeenoghu, and Orcus would all fall under this umbrella, as their desire is to turn all life in the world into something else. In the case of Zggtmoy and others like her, they wish to populate the world only with spore-infested corpses. Juiblex and others like him wish to consume the world itself and turn all to a single sea of acidic slime, while Orcus and others like him wish to replace all living creatures with undead. Yeenoghu's goals are simply to destroy all civilization and turn the world to a savage wasteland populated only by Gnolls locked in an endless cannibalistic cycle. With the advent of technology in some realms, yet more Corruptor patrons may seek a replacement of living creatures with a world populated only by steel constructs.

Expanded Spell List

Thanks to your patron, additional spells are added to your spell list.

Hosts of Corruption

Starting at 1st level, your patron turns you into an avatar of their goals, and allows you to spread a measure of their influence into other creatures. You and a number of additional creatures equal to 1/2 your Warlock level rounded down become Hosts. Hosts gain temporary hit points equal to 1d4 + your Warlock level at the end of any short or long rests they take, as well as additional benefits based on the nature of your patron:

Bestial Influence

Your patron's bestial bloodlust invigorates beneficiaries of your influence, granting them 5 additional feet of unarmored movement and bonus damage on their melee attacks against Bloodied targets equal to 1 + 1/3 your Warlock level.

Fungal Influence

The poisonous spores you foster within the hosts of your corruption grant them bonus poison damage with their attacks equal to 1 + 1/3 your Warlock level, rounded down.

Machine Influence

As you and those under your power start to become mechanized, technological defenses preserve you from damage. Upon being hit by an attack or taking acid, fire, cold, lightning or thunder damage, Hosts may activate this feature to cast either the shield or absorb elements spell as a reaction, without expending a spell slot. Each Host may use this feature a number of times between short or long rests equal to 1 + 1/3 your Warlock level, rounded down.

Oozing Influence

The acid of your patron runs thick in the blood of those under your thrall, allowing them to deal 1 + 1/3 your Warlock level as acid damage to enemies who hit them with melee attacks.

Undead Influence

Your patron's undying will spreads in part to those under your influence, granting them a bit of the durability of the undead. Hosts regain hit points equal to 1 + 1/3 your Warlock level at the start of their turns, provided they took at least that much damage in the previous round and have at least 1 hit point remaining.

Corrupted Magic

Your patron's seeping evil infects even your spellcasting, causing your spells to gain alternate effects based on which corruptor you chose.

Starting at 1st level, when you cast a spell that deals damage using a Warlock pact slot, you may choose to empower the spell with an additional effect based on your patron:

Bestial Magic

The magic of your patron stems from the innate savage bloodlust of primal existence. You may choose to tap into this power when you cast a damaging spell using a Warlock pact slot, changing the spell's damage type to bludgeoning, piercing or slashing and immediately move up to your speed towards an enemy before making a single unarmed attack against them after casting the spell as part of the same action used to cast it.

Fungal Magic

Your spellcasting comes from roots of the fungal depths of nature. You may choose to tap into this toxic power, converting the damage type of a damage-dealing spell you cast using a Warlock pact slot to poison and forcing enemies damaged by it to make a Constitution saving throw or be poisoned for 1 minute, repeating the save at the start of each of their turns and ending the effect on a success.

Machine Magic

Your Patron's magic is the product of peak ingenuity and iterative improvement, enabling your spells to have a technical precision and empower you with their excess energy. When you cast a spell using a Warlock pact slot, you may choose to change its damage type to force. If you do so, you gain a bonus to your armor class equal to the level of the slot expended until the end of your next turn.

Ooze Magic

Your patron's magic comes from the all-consuming power of primordial acid. You may choose to tap into this power when you cast a damaging spell using a Warlock pact slot, changing its damage type to acid and forcing enemies damaged by it to make a Dexterity saving throw or take acid damage equal to 1 + 1/3 your Warlock level at the start of each of their turns for 1 minute, or until they or another creature spend an action scraping the acid off.

Undead Magic

The magic of your patron stems from the ancient undying horrors of undeath itself. You may choose to tap into that power when you cast a damaging spell using a Warlock pact slot, changing the damage type to necrotic and forcing enemies damaged by it to make a Charisma save against your spell save DC or become frightened of you until the end of your next turn.

Spreading Influence

Starting at 6th level, your patron begins channeling their influence through you in earnest. All creatures you summon, animate, conjure or create through your spells and other features gain a bonus to their attack and damage rolls equal to 1 + 1/3 of your Warlock level, rounded down, as well as the benefits of your Hosts of Corruption class feature.

In addition, they gain an additional benefit based on the nature of your patron:

Acrid Eruption

The acidic blood running through the veins of all beneficiaries of your patron's influence will erupt violently if they are dealt a fatal blow. When a Host is reduced below 0 hit points, they release a wave of acid in a 30 ft radius around them, forcing all creatures inside that area to make a Dexterity saving throw against your spell save DC or take 1 + 1/3 your Warlock level d4 acid damage and have their movement speed halved for 1 minute or until they or another creature expends an action to scrape the acid off. On a successful save, a creature only takes half the damage and suffers no penalty to movement.

Blood Rampage

The endless rage and bloodlust of your patron reaches a fever pitch in those under their influence when their own blood is most spilled. When a Host is reduced below 0 hit points, they may immediately take one extra turn, during which they may only move and make unarmed attacks. Irrespective of any healing or damage received during this turn, at the end of it they drop to 0 hit points and begin death saving throws.

Recycle Protocol

The maximized efficiency of your mechanized designs afford no room for wasted material, even in death. Upon reaching 0 hit points, Hosts disassemble into a number small metal fragments equal to 1 + 1/3 your Warlock level in number, each of which you may separately target towards creatures within 150 ft. Each missile can either grant 1d4+1 temporary hit points to an ally or deal 1d4+1 force damage to an enemy.

Spore Burst

The fungal growth suffusing both your body and the body of those under your sway will detonate upon taking fatal damage. When a Host takes damage that would reduce them below 0 health, they release a burst of spores in a 15 radius around them, forcing all creatures within that radius to make a Constitution saving throw against your spell save DC or take 1 + 1/3 your Warlock level d4 poison damage and become poisoned until the end of their next turn, or incapacitated instead if they were already poisoned. On a successful save, a creature takes half as much damage and isn't poisoned.

Undying Will

The dark will to cling to life against the laws of nature present in your patron and and by proxy all the creatures their influence reaches manifests most sharply in their final moments. When a Host is reduced below 0 hit points, dark magic binds it to life, enabling it to make a DC 15 Constitution saving throw and staying conscious with 1 hp on a success. Each additional time this feature is used by a given creature before its next short rest, the DC of the Constitution saving throw increases by 5.

Amassing Horde

Starting at 6th level, your patron grants you minions to aid you in your endeavors. You may spend 1 hour, which can be during the course of any short or long rest, performing special rites and crafting a body for a new creature bound to your will. You may have a number of creatures animated in this manner equal to 1 + 1/3 your Warlock level.

Once reanimated, your Servants use the Corrupt Servant stat block. Their appearance depends on your patron- for example, servants of a Warlock bound to Zuggtmoy might appear as corpses animated by fungal growth throughout them, while servants of a Machine corruptor would likely be held together and puppeteered by mechanized limbs.

Inexorable Growth

Starting at 10th level your patron grants you an additional boon to help overcome even the forces most resilient against their brand of corruption:

Antilife Touch

Your patron's unlife is now strong enough to temporarily dampen the life forces of all creatures struck by it and bore through any defenses a creature might have. Necrotic damage dealt by Hosts ignores resistances and treats immunity as resistance, and prevents targets damaged by it from healing for 1 round.

Creeping Decay

Your patron further strengthens the fungal magics they granted you, allowing them to insidiously creep their way even into creatures normally resilient to their effects. Poison damage dealt by Hosts ignores resistances and treats immunity as resistance, and instances of the poisoned status effect that Hosts inflict cannot be immunized.

Iterative Improvement

Your previous testing of the mechanization has lent itself to yet further improvement upon the original designs, allowing them to strike harder and suffer more damage. Force damage dealt by Hosts ignores resistances and treats immunity as resistance, and all Hosts gain a +1 bonus to armor class and resistance to nonmagical bludgeoning, piercing and slashing damage.

Overwhelming Savagery

The savage fury and bestial nature of your patron now surges strong enough in your veins that your instincts are sharpened, finding the gap in any foe's defenses and the path to avoid their strike. Damage dealt by your unarmed strikes or the unarmed strikes of Hosts ignores resistances and treats immunities as resistance. While not wearing medium or heavy armor or wielding a shield, you and beneficiaries of your host's influence gain a +2 bonus to Armor Class.

Potent Acid

The primordial hunger of your patron's acidic nature now consumes even creatures typically resilient to its effects, and drags down quicker creatures to their doom. Acid damage dealt by Hosts ignores resistances and treats immunity as resistance, and inflicts a 1d4 penalty on the Dexterity saving throws of creatures subjected to it for 1 minute or until they or another creature expend an action to scrape the acid off of them.

Foul Mitosis

At 14th level, your patron allows you to transcend mortal limits in pursuit of their goals. You may spend 12 hours creating a rough duplicate of yourself made from a combination of your own flesh and fungal growths, ooze, flesh and bones of dead creatures, or metal.

When you finish creating the duplicate, you lose half of your maximum health, which you cannot regain as long as the duplicate is alive, and only regain on the next short or long rest you take after the duplicate dies. The duplicate becomes its own creature with all your stats and features, except it has health equal to the amount you expended. Both you and the duplicate suffer a penalty to attack rolls, saving throws, and spell save DC equal to 1 + the number of duplicates you have active.

The duplicate is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat.

If you attempt to make another duplicate with this feature while the first one is still alive, sum up the health of you and any other duplicates, and then divide it evenly amongst you and all your duplicates including the new one. Counting yourself, you can only be split into a total number of creatures equal to 1/3 your Warlock level.

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