Base Class: Warlock
The Husk was once a powerful wizard, driven mad in search of greatness hundreds of years ago, absorbing as much magic as it came into contact with, to the point of being gradually transformed into a lifeless vessel for the arcane power it holds. Its no longer a person, its not an entity as such, its a sentient power if anything else, a cunning beast lead by instinct; an unstoppable monster with a terrifyingly potent intelligence, compelled only to consume by its insatiable hunger for arcane energy.
A warlock of this patron may be tasked with descending into long lost ruins and finding powerful magical artifacts, getting their hands on as many magic items as possible and killing mages of any kind. They will be rewarded with more power for all of this, but all of the siphoned magic goes directly to the Husk for its ravenous consumption.
Though the motives and goals of this husk are simple, it would be unwise to underestimate its scheming mind, as the plans it makes to harvest magic and satiate its bottomless apetite are often vast, slow, and far reaching. Almost like a farmer cultivating its food, the Husk is patient, as it knows that one day all mages shall perish, that one day spells will be forgotten with the end of civilization itself. And then, it shall feast.
Expanded Spell List
The Husk 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.
Husk Expanded Spells
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1st |
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2nd |
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3rd |
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4th |
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5th |
Coveted Arcana
Starting at 1st level, the Husk imbues your mind with knowledge of the magic it craves to consume. You gain proficiency with Arcana if you don't have it already, and your proficiency bonus is doubled for any ability check you make using Arcana.
Magical Ingestion
Starting at 1st level, your patron has taught you to absorb part of the magic you wield to gain vitality. Whenever you cast a spell using a warlock spell slot, you may gain temporary hit points equal to your warlock level + your Charisma modifier.
Ravenous Cancel
Starting at 6th level, you learn the counterspell spell if you don't know it already. You can cast it once without expending a spell slot at a level equal to your warlock spell slots, and gain the ability to do so again when you finish a long rest.
Additionally, whenever you succesfully counter a spell with the counterspell spell, you may regain hit points equal to your warlock level + your charisma modifier.
Magic Resilience
Starting at 10th level, you have advantage on saving throws against spells and other magical effects.
Additionally, once per long rest, you may use your reaction to gain a +5 bonus to a saving throw against a spell and other magical effect.
Arcanist's Shriek
Starting at 14th level, as an action, you can directly absorb your foes' life force and magic.
Each creature in a 45-foot cone must make a wisdom saving throw against your spell save DC. A creature takes 10d8 psychic damage on a failed save, or half as much damage on a successful one.
If at least one of the creatures within the cone can cast at least one spell of 1st level or higher, you may gain temporary hit points equal to half the damage dealt. Additionally, creatues within the cone that can cast at least one spell of 1st level or higher can't cast spells other than cantrips until the beggining of your next turn.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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9/4/2021 11:11:02 PM
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9/5/2021 5:34:23 AM
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