The Overhaul (Warlock) - D&D 5e

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The Overhaul

Your patron is a being of transformation, an architect of change who wishes to perfect the universe, or perhaps to dismantle and rebuild it entirely. Relentless evolution, destruction as a means of progress, or the pursuit of ultimate form are of the many ideologies a patron of the Overhaul may indulge its protégés with. It may be a god of reinvention, a living manifestation of entropy, or a being obsessed with reshaping the cosmos into a vision only it understands.


Expanded Spell List

1st-level Overhaul feature


The Overhaul 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.

Spell Level Spells
1st Cure Wounds, Inflict Wounds
2nd Enlarge/Reduce, Spike Growth
3rd Dispel Magic, Vampiric Touch
4th Banishment, Stone Shape
5th Contagion, Passwall

Transformative Arts

1st-level Overhaul feature


While you aren’t wearing armor or wielding a shield, you gain the following benefits.


Unarmored Defense. Your base Armor Class equals 10 + your Dexterity modifier + your Charisma modifier.


Agile Strikes. When you make an unarmed strike or cast a spell as an action, you can make an unarmed strike as a bonus action.


Pact Fighter. You can use Charisma instead of Strength for the attack and damage rolls of your unarmed strikes. You can roll a d6 in place of the normal damage of your unarmed strike. This die changes as you gain warlock levels, as shown below.

Warlock Level Unarmed Strike Die
1st 1d6
6th 1d8
10th 1d10
14th 1d12

Overhaul

1st-level Overhaul feature


You have a pool of matter-bending power that replenishes when you take a long rest. With this Overhaul Pool, you can overhaul the matter of creatures and objects with features you gain. The amount in your pool is equal to your warlock level x 5.


Disassemble. As a bonus action after hitting a creature with an unarmed strike, the target creature must make a Constitution saving throw or take extra necrotic damage equal to the amount of Overhaul Pool points you spend, with a max of 50 points spent. A creature takes half as much damage on a successful save.


Reassemble. As an action, you can overhaul yourself, healing an amount of hit points equal to the amount of Overhaul Pool points you spend. You can use this on other creatures within 5 feet of you as a bonus action, healing them for half the amount of Overhaul Pool points spent. If you or a Huge or smaller creature is missing a part of their body that has been lost in the past minute, you can reassemble it as part of the same action or bonus action with a successful Charisma check against the creature's AC.


Extra Attack

6th-level Overhaul feature


You can attack twice, instead of once, whenever you take the Attack action on your turn.


Magical Touch

6th-level Overhaul feature


Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.


Interchange Strikes

6th-level Overhaul feature


You can interchange your strikes and magic. When you take the Attack action and attack with an unarmed strike, you can swap out the second attack from your Extra Attack feature for a melee spell attack with a casting time of 1 action that only targets one creature, such as Inflict Wounds. If you cast a leveled spell in this way, you can do so once without expending a spell slot. You can cast the spell without expending a spell slot in this way again after you complete a long rest.

Augmented Overhaul

10th-level Overhaul feature


You gain the ability to disassemble and reassemble matter with your bare hands. As an action, you touch any solid, non-living matter that is no larger than a 15-foot cube and attempt to disassemble it. Make a Charisma check and consult the table below, beginning the disassembling on success. After you disassemble the matter, you have a certain window of time to reassemble it before it is gone forever. You must be within 5 feet of where you disassembled the matter to reassemble it. Only expend half the Overhaul Pool uses (rounded down) if you fail or if you are interrupted.

Disassembling Non-living Matter
Material Check DC Disassemble Duration Reassemble Window Overhaul Pool
Mundane 8 1 action 1 hour 5
Wood and Stone 10 1 action 1 hour 10
Common Ore 12 1 minute 30 minutes 15
Rare Ore 14 1 minute 30 minutes 20
Silver 16 1 hour 10 minutes 25
Crystal 18 1 hour 10 minutes 35
Mithral 20 2 hours 1 minute 50
Adamantine 22 2 hours 1 minute 75

Apotheosis of Overhaul

14th-level Overhaul feature


You gain the ability to can disassemble and reassemble living matter. As an action, you spend an amount of Overhaul Pool points equal to half of the maximum of your Overhaul Pool (rounded down) to make an unarmed strike against a creature that is Huge or smaller and that you can physically touch. If you miss, you regain half of the spent Overhaul Pool points. On a hit, the unarmed strike deals no damage, and the creature must roll a Constitution ability check. The creature gets a penalty to this check determined by its current hit points divided by 100, rounding down.

Disassembling Living Matter
Con Check Necrotic Damage Example (Lvl 10) Example (Lvl 20)
0 - 1 Amount of d8s equal to warlock level. 10d8 20d8
2 - 4 Amount of d8s equal to 3/4 of warlock level. 7d8 15d8
5 - 14 Amount of d8s equal to 1/2 of warlock level. 5d8 10d8
15 - 16 Amount of d8s equal to 1/3 of warlock level. 3d8 6d8
17 - 18 Amount of d8s equal to 1/4 of warlock level. 2d8 5d8
19 - 20+ Amount of d6s equal to 1/4 of warlock level. 2d6 5d6

Disassembling. You kill the creature if you reduce it to 0 hit points with this feature. Its body, along with anything non-magical it was wearing or carrying, is completely disassembled. A creature who rolled a 14 or lower and is still above 0 hit points can have a small, non-vital limb removed if you choose so, but you must halve the Overhaul damage dealt to the creature.


Reassembling. You can reassemble the creature or limb within 1 minute of disassembling it as an action, as long as you are within 10 feet of where you originally disassembled it. If the creature is reassembled, it is stabilized with 1 hit point in an unoccupied space closest to where it was disassembled.

 

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