Otherworldly Patron
Ancient Beast: Crab
"You want something unbeatable? Unbreakable? You want something who's power is undeniable? You want the unmistakable best option around when it comes to patrons? Then my friend, it is time for crab!"
~ from dualblade chronicle chapter 97
Crabs are the peak of many evolutionary paths and as such those who seek out the patronage of an Ancient Crab seek to further their own evolution. As its form creeps into the facets of every living being, those that embrace this evolutionary path learn what it means to be at the peak of physiology.
Expanded Spell List
The Ancient Crab 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.
Ancient Crab Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | beast bond, shield of faith |
| 2nd | animal messenger, barkskin |
| 3rd | conjure animals, Leomund's tiny hut |
| 4th | guardian of nature, control water |
| 5th | commune with nature, Bigby's Hand* |
.* Appears as a crab claw.
Crab Magic
Starting at 1st level, your service to your patron has afforded you the following boons. You don't have to concentrate on any warlock spell that grants a bonus to AC. Additionally, You can speak to crustaceans as if you were under the effects of the Speak with Animals spell.
Scuttle and Scatter
Also at 1st level, when you take the Dodge action, you can harden the skin of any willing creatures currently under the effects of a spell you cast up to a number of willing creatures equal to your Charisma modifier (minimum of 1). Doing so grants it the benefits of your Dodge action until you lose the benefits yourself.
Pincer Grip
At 6th level, when you take the dodge action you can attempt to grapple a creature within range. When you have a creature grappled at the start of each of your turns they take 1d6 bludgeoning damage.
Additionally, you can grapple up to 2 creatures at a time.
Shell Smash
At 10th level, as an action you can shed the outer layer of your skin, becoming 1 size category larger, you deal an additional 1d10 force damage to weapon and spell attacks, and your movement speed increases by 10 feet for 1 minute.
Additionally, when you use this feature you are vulnerable to bludgeoning, piercing and slashing damage until that start of your next turn.
You can use this feature once and regain all uses upon finishing a short or long rest.
Beast Channeling: Carcinization
At 14th level, you have gained great understanding and control over the power your patron holds and you can now being to channel even greater power from your patron. As an action, you can enter a special transformation that lasts for 1 minute. While in this state you become more crab-like, gaining a hard shell and pincers. While in this transformation you gain the following benefits;
- The damage a creature you have grappled at the start of each of your turns increases to 1d10.
- You can use your Shell Smash feature without expending a use and if you do so you are not rendered vulnerable to bludgeoning, piercing and slashing damage.
- You can cast the polymorph spell at will. When cast this way you can only turn the target into a crab.
You can use this feature once per long rest.
Eldritch Invocations
Crab Hammer.
Prerequisite: Ancient Beast - crab Patron, Eldritch Blast
Once on each of your turns when you hit with eldritch blast, you can grapple the target.
Feral Form
Prerequisite: 3rd level, Ancient Beast Patron
You gain the ability to as an action, wildshape into the same creature as your patron. You can do this once per long rest.
Majestic Form
Prerequisite: 16th level, Ancient Beast Patron
You gain the ability to as an action, wildshape into the majestic creature associated with your patron. You can do this once per long rest.
Beasts Fangs
Prerequisite: Pact of the Blade, Ancient Beast Patron
you gain a natural weapon from your patron, which you can use to make unarmed strikes. If you hit with them, you deal slashing, peircing, or bludgeoning damage (your choice when you gain this invocation) equal to 1d8 + your Charisma modifier.
Perfect Beast Channeling
Prerequisite: 18th-level, Ancient Beast Patron
When you use your Beast Channeling Feature you gain these additional effects;
- You gain +1 to Charisma ability checks and saving throws.
- The duration of your transformation increases to 10 minutes.
- The spell Regenerate is cast on yourself with you as the caster.
Majestic Crab
Huge Monstrosity
- Armor Class 18 (natural armor)
- Hit Points 100
- Speed 30ft. walking
STR DEX CON INT WIS CHA 12 (+1) 18 (+4) 16 (+3) 5 (-2) 14 (+2) 22 (+7)
- Saving Throws Proficient in your saving throws.
- Skills Proficient in your saving throws.
- Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
- Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone, stunned
- Senses blightsight 60ft.
- Languages Your languages
Legendary Resistance (1/Day). If the Majestic Crab fails a saving throw, the Majestic Crab can choose to succeed instead.
Ancient Beat Inheritance. The Majestic Crab can use your Scuttle and Scatter and Pincer Grip features, aswell as cast your warlock spells.
Shellter Shell. Any attack roll against a creature riding the Majestic Crab has disadvantage.
Actions
Multiattack. The Majestic Crab makes two Pincer attacks.
Pincer. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (1d10 + 7) bludgeoning damage. The target is grappled (escape dc = spell save DC) The Majestic crab has two claws, each of which can grapple only one target