Warlock: The Abomination

**Warlock: The Abomination**

You’ve made a pact with a being that deals in the discrepancies of flesh. Maybe you’ve found a way to focus the terrible radiation of Rovgaz into something useful. Maybe you’ve made a deal with some fiend or other extraplanar entity that finds you an amusing experiment of how much a mortal vessel can bend before they break, perhaps to then join their collection. Either way you’ve been put on a path of twisted evolution that requires a commitment to improve your knowledge and control before it gets out of hand.

**Mutation**

*1st-level Abomination feature*

You learn one Eldritch Invocation. Invocations gained from this feature must be chosen from Invocations that have the Mutation prerequisite, and the same restriction is true if you replace that invocation upon gaining a level. Each Mutation has a downside that applies while it is activated and you're still conscious.

At 6th level, you learn a second invocation from this feature, at 10th level, a third, and at 14th level, a fourth.

**Flexible Anatomy**

*6th-level Abomination feature*

You have gained control over the “gifts” that you’ve been given and have begun to have a mastery over your form. You can now activate your mutations an unlimited number of times.

In addition, when you are affected by a transmutation spell or an effect that alters your form, you may as a bonus action end the effect on yourself early. When you do so, you can't do so again until you finish a long rest.

**Rampant Regeneration**

*10th-level Abomination feature*

At the start of each of your turns in combat if you have fewer than half of your hit points remaining and you aren't incapacitated, you regain a number of hit points equal to the number of Mutations active.

**Mercurial Mastery**

*14th-level Abomination feature*

*You are now intimately at home with your mutable form.*

You can now end mutations at any time with no action required and when you spend an action or bonus action to activate a mutation invocation you may now activate as many known Mutant invocations as you wish that use the same action type to activate using the same action.

You are also no longer affected by the downsides of your mutations as you become able to fluidly and selectively suppress, enhance, and revert your mutations at a whim.

***Mutation Invocations***

**Aerial Adaptation**

*Prerequisite: Mutation feature, Level 9*

You can use your action to sprout large fleshy wings

You gain a 60ft fly speed.

You can end this mutation on your turn by using a bonus action.

*Downside:* Your circulatory system isn’t able to keep up with using the wings to keep yourself afloat for extended periods. Actively flying for a cumulative minute without at least 10 minutes of non-strenuous activity to rest causes you to gain a level of exhaustion.

**Aquatic Adaptation**

*Prerequisite: Mutation feature*

You can use your action to grow fins, gills, and webbing.

You gain a swimming speed of 30 feet, and you can breathe underwater.

You can end this mutation on your turn by using an action.

Once you activate this mutation, you can't do so again until you finish a short or long rest.

*Downside:* The mutation interferes with your normal respiratory system making it so that you become unable to breathe air. You become unable to speak while not submerged and are subject to the same suffocation rules as being underwater without being able to breathe it.

**Auxiliary Arm**

*Prerequisite: Mutation feature*

You can use your action to sprout an additional muscular arm from your body.

Strength based skill checks using this limb are made with advantage. This includes contested checks from the shoving or grappling.

You can end this mutation on your turn by using an action.

Once you activate this mutation, you can't do so again until you finish a short or long rest.

*Downside:* The limb is unwieldy and unfamiliar to control, it cannot be used to hold a shield or a weapon or cast spells effectively.

**Bladed Extension**

*Prerequisite: Mutation feature, Pact of the Blade, Level 7*

You can consider your own body and it’s natural weapons as your pact weapon.

*Downside:* This mutation isn’t active if you have a weapon created through your Pact of the Blade or if you’ve transformed a magic weapon into your pact weapon.

**Disturbing Presence**

*Prerequisite: Mutation feature, Level 5*

You can use your bonus action to have your very presence emit an unsettling wrongness.

When a creature you can see attacks a target that is within 10 feet of you, you can use your reaction to impose disadvantage on the attack roll. If that attack misses they must then make a Wisdom saving throw against your warlock spell save DC or be frightened of you until the end of their next turn.

You can end this mutation on your turn by using a bonus action.

*Downside:* You cannot use this reaction against a creature that is immune to fear. In addition while the mutation is active you can’t benefit from the help action and the attitude of creatures in your presence is one step lower then it would normally be.

**Leathery Hide**

*Prerequisite: Mutation feature*

You can use your bonus action to have your skin tighten into a thick natural layer of defense.

If you would add your dexterity modifier to AC you instead add your constitution modifier if it is not already being added, subject to the same limitations.

You can end this mutation on your turn by using a bonus action.

Once you activate this mutation, you can't do so again until you finish a short or long rest.

*Downside:* At the same time your skin becomes far less flexible. You have disadvantage on dexterity skill checks.

**Leeching Strike**

*Prerequisite: Mutation feature*

You can use your bonus action to begin drawing upon the life of nearby creatures.

Once per turn, when you deal damage with a melee weapon attack, you gain temporary hit points equal to half the damage dealt, rounded down, up to a maximum of your warlock level. You can end this mutation on your turn by using a bonus action.

Once you activate this mutation, you can't do so again until you finish a short or long rest.

*Downside:* Without a target to drain from the devouring energies turns against its own wielder. At the end of your turn if you haven't attacked a hostile creature with a melee attack since your last turn you take damage equal to your warlock level.

**Monstrous Carapace**

*Prerequisite: Mutation feature, Leathery Hide, Level 5*

You can use your bonus action to make your already tough form become almost impenetrable.

Your AC cannot be less than 13+CHA+CON, or 20, whichever is lower.

You can end this mutation on your turn by using a bonus action.

Once you activate this mutation, you can't do so again until you finish a short or long rest.

*Downside:* You must have the Leathery Hide mutation active in order to activate this mutation. In addition you have disadvantage on dexterity saves as your form becomes even more bulky and unyielding.

**Monstrous Claws**

*Prerequisite: Mutation feature*

You can use your action to make your choice of one or two of your hands to have its fingers fuse into sharp claws.

They become natural weapons that deal 1d6 slashing and are considered to be light weapons you're wielding.

You can return your hands to their normal form with a bonus action.

Once you activate this mutation, you can't do so again until you finish a short or long rest.

*Downside:* A clawed hand cannot be used to hold a shield or to cast the somatic components of a spell. Dexterity skill checks requiring the use of a clawed hand are also made at disadvantage.

**Mutable Body**

*Prerequisite: Mutation feature*

You can use your bonus action to have your body become disjointed, rubbery and able to selectively be thinned and thickened.

You can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from non-magical restraints or being grappled.

You can end this mutation on your turn by using a bonus action.

Once you activate this mutation, you can't do so again until you finish a short or long rest.

*Downside:* Your speed is halved as it becomes difficult to probably keep yourself cohesively collected.

**Prehensile Tail**

*Prerequisite: Mutation feature*

You can use your action to grow a flexible long and limber tail.

Whenever a creature willingly moves out of your reach and you can spend your reaction to force them to make a Dexterity save using your warlock spell save DC. If they fail they are knocked prone instead and you may immediately make one melee attack against the creature as part of the same reaction

You can end this mutation on your turn by using a bonus action.

Once you activate this mutation, you can't do so again until you finish a short or long rest.

*Downside:* The additional appendage moves by random instinct, throwing off balance in many cases. You have disadvantage on ability checks or saves to avoid being knocked prone.

**Symbiotic Congregation**

*Prerequisite: Mutation feature, Pact of the Chain, Level 9*

You can use your action to create a physical connection with your familiar and treat it as an extension of your body.

While active you can take that damage dealt to your familiar, instead of that creature taking it. This feature doesn't transfer any other effects that might accompany the damage, and this damage can't be reduced in any way.

In addition you can have your familiar maintain concentration on a warlock spell you cast, though it must make a concentration check even when you take damage in its stead.

You can end this mutation on your turn by using a bonus action. If your familiar is concentrating on a spell when you end the connection the concentration is lost.

*Downside:* While connected to your familiar your minds are easily disrupted, you and your familiar have disadvantage on concentration checks.

**Unnatural Potency**

*Prerequisite: Mutation feature, Pact of the Tome*

You can use your bonus action while holding your Book of Shadows to partially fuse with it, incorporating the power granted by it into your natural self.

When you cast a cantrip from your Book of Shadows while fused, increase the saving throw DCs of your cantrip by +1 as well as it can’t be countered and doesn't count as magical for the purposes of spell or magic resistances.

You can end this mutation on your turn by using a bonus action. It also ends if you are no longer in contact with your Book of Shadows.

Once you activate this mutation, you can't do so again until you finish a short or long rest.

*Downside:* While fused to your Book of Shadows your hand is unable to release it, and can only be used for somatic components of your Book of Shadow cantrips.

**Venomous Excretions**

*Prerequisite: Mutation feature, Monstrous Claws, Level 5 Warlock*

You can use your bonus action to begin oozing foul toxins from your teeth and extremities.

While active your attacks with natural weapons deal an additional 1d4 poison damage on hit.

You can end this mutation on your turn by using a bonus action.

Once you activate this mutation, you can't do so again until you finish a short or long rest.

*Downside:* Excreting poisons gets in the way of your normal speech and interactions. You have disadvantage on all charisma skill checks except for intimidation.