Warlock of the Endless Hunger
Your patron is an aberrant entity of great size and power. It might come from the Far Realm, the layers of the Abyss, or the far reaches of space. There is only one thing that this entity desires: to consume everything. Its motivation for doing so are often born out of a primal urge or gluttony; however, sometimes its motivations are more benevolent, seeking to absorb and assimilate all of sentient beings and rid them of the pain of existence and isolation. You have made a pact with the Endless Hunger, not only to obtain its power, but either to protect yourself from assimilation or to ensure that one day you will become one with your patron for all eternity. In return for your patron’s gifts and promises, you have been tasked with wandering the world to spread the good news. Entities of this type include Turaglas, Alduin, the Hunger, and Emrakul.
Expanded Spell List
The Endless Hunger lets you choose form an expanded list of spells when you learn a warlock spell. The following spells, all of which are sourced exclusively from the Player's Handbook, are added to the warlock spell list for you.
Alt. Endless Hunger Spells
|1st||Absorb Elements, Command|
|3rd||Life Transference, Stinking Cloud|
|4th||Evard's Black Tentacles, Vitriolic Sphere|
|5th||Dominate Person, Enervation|
Alternate Expanded Spell List
The following list includes spells sourced exclusively from the Player’s Handbook, for if your DM does not allow spells from Elemental Evil or Xanathar’s Guide to Everything in their campaign.
Endless Hunger Spells
|3rd||Aura of Vitality, Stinking Cloud|
|4th||Evard's Black Tentacles, Death Ward|
|5th||Bigby's Hand, Dominate Person|
Starting at 1st level, you can taste the thoughts and feelings of others through their biology. When you make direct contact with a living creature’s bodily fluids (blood, saliva, sweat, etc.), you know that creature's current emotional state. If you taste the fluids directly from the creature’s body (blood from a wound, saliva from the mouth, sweat from the pores, etc.), that creature must make a Charisma saving throw. If the creature fails, you learn the creature's alignment and gain advantage on all Wisdom (Insight) checks made against that creature. This feature does not work on undead or constructs.
Starting at 6th level, you can control a creature from inside of its body. Whenever you find yourself inside of creature, you can use your action to force it to make a Wisdom saving throw. On a failed save, you take on its consciousness for the next 24 hours, or until it either dies or regurgitates you. While a creature is under your control, you gain the creature's physical traits, senses, and attacks, and its Intelligence, Wisdom, Charisma, known languages, alignment, and personality are replaced with your own. Your body cannot be digested by a creature under your control. A creature is immune to this effect if it is unconscious, incapacitated, or if its challenge rating is equal to or greater than your warlock level.
Starting at 10th level, you gain immunity to acid and poison damage and cannot be poisoned. Additionally, you can breathe any liquid as if it were fresh air, including the bodies of liquid creatures, such as oozes and water elementals.
Starting at 14th level, when you hit a creature with an attack, you can instantly transport the target into your stomach. The creature disappears and plunges through your digestive tract, taking 5d10 acid damage and 5d10 bludgeoning damage as you break them down, and you gain an amount of temporary hit points equal to your warlock level + your Charisma modifier. It is impossible for a creature to escape while inside your stomach in this way. At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the creature is larger than you by one size category, your movement speed is halved and you have disadvantage on any Dexterity saving throws. If the creature is larger than you by more than one size category, your speed is reduced to 0 and you automatically fail all Dexterity saving throws.
Once you use this feature, you can't use it again until you finish a long rest.