Mutant
Alienist | Diabolist | Dread Knight
Eldritch Gunslinger | Fatewoven
Gyre Gazer | Mutant | Spellbound
Unnaturalist | Urbanist
Not every patron is a sentient thing—at least as far as mortal minds are able to comprehend. Such warlocks are born seemingly without any agreement made by those who sired or birthed them, yet inside these children is the capacity to bond with magic itself and play with the probability of the universe. Their supernatural nature remains unknown until they reach maturity and choose to explore this peculiar bond from within.
Mutant Expanded Spells
1st shield , thunderwave
2nd blur , force of will
4th freedom of movement , stoneskin
5th storm kick , warrior’s instincts
Specialized Spellcasting
As your power stems from your inherent aberrancy and force of personality, you must choose Charisma as your spellcasting ability for this class. In addition, when you choose your Pact Boon at 3rd level, you can only choose from Pact of the Blade or Pact of the Tome, with the following alterations:
Pact of the Blade. When you summon your pact weapon it is infused into one of your hands and cannot be disarmed or removed until you dismiss it.
Pact of the Tome. You do not have a physical Book of Shadows but otherwise gain the benefits of this pact boon.
Catch Magic
Starting at 1st level when you choose this archetype, you gain the ability to touch magic itself and change its structure. When you are hit by a spell attack, you can use your reaction to absorb it, distilling it into a primal form of magic called mana, which you can eventually learn to harness. Make a spellcasting ability check opposed by the spellcaster. On a success, you negate the spell and convert it into a number of mana points equal to the level of the spell, regardless of the level of the spell slot it was cast with. Cantrips count as first level spells for this purpose. On a failure, or if you are unable to absorb the mana points that would be gained from the spell, it resolves normally.
The maximum number of mana points you can absorb equals your proficiency bonus. This resets at the end of a long rest and any remaining mana points disappear.
Infused Blasts
Starting at 6th level, you learn how to harness the power you’ve stolen. Once each round when you use eldritch blast, you can expend 1 mana point to alter its structure as a free action. Choose one of the following:
- You can push more power into the ability, increasing your eldritch blast’s damage by one die.
- You can alter the probability around the target. In addition to taking damage from the eldritch blast, it has disadvantage on its next roll.
If the attack is unsuccessful, the mana is lost. Expending mana does not allow you to absorb any additional mana points. These effects stack with any Eldritch Invocations you can use (though the damage is added and not multiplied in the case of abilities like Eldritch Squall).
Magical Manipulation
Starting at 10th level, your ability to affect magic and probability increases. When you or any ally you can see within 30 feet must make a saving throw as the result of a spell attack or effect, you can use your reaction to grant that creature advantage on the saving throw. One you have used this feature a number of times equal to half your proficiency bonus, you cannot use it again until you have finished a short or long rest .
Inflict Aberrance
At 14th level you can, for just a moment, pull at the fabric of a creature’s very being. When you hit a creature with an attack, you can let it experience a taste of your patron’s power—with none of your experience. It takes 10d10 psychic or radiant damage (your choice) as its mind or body is overloaded with the sensation of pure magic. Once you have used this feature, you cannot do so again until you have finished a long rest .