Absolute Solver (5e Subclass)
Absolute Solver[edit]
Warlock Subclass
You have inherited the consciousness of an ancient virus known as the Solver of the Absolute Fabric, or the Absolute Solver for short, and it has chosen to awaken itself in you now. You are now its host, and it intends to use you to achieve great things - whether that be fantastic deeds or horrors beyond comprehension. Work with your DM to determine the nature of your relationship with the Absolute Solver, whether it be friendly and have the two of you working to achieve the same or similar goals, or a constant battle for control over your body, or something in between.
- Eldritch Transformation
You have undergone severe transformations thanks to the Absolute Solver's influence. Starting at 1st level when you choose this subclass, you grow a pair of wings, granting you a flying speed equal to your walking speed, and either clawed hands or a tail (your choice). Alternatively, if you already have both natural claws and a tail, you gain proficiency in the Intimidation skill. You cannot fly using your wings if you are wearing medium or heavy armor. If you have chosen the claws, attacks made with them count as unarmed strikes and deal 1d6 + your Strength modifier slashing damage on a hit, instead of the bludgeoning damage normal for an unarmed strike. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action. While your claws are active, you cannot use your hands as normal until you change back. If you have chosen the tail, it deals 1d8 piercing damage on a hit and has the reach property. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you. You can retract or deploy your wings and/or claws/tail as a bonus action on your turn. You also now no longer need to eat or drink normally, but you do need to regularly consume blood (or oil) in order to survive. You are immune to poison and disease. Finally, your heart transforms and now contains both your consciousness and the Absolute Solver's. If you take damage that reduces you to zero hit points but does not kill you outright or fully destroy you (e.g. being killed by a disintegrate spell), you can use your reaction to instead be reduced to one hit point and separate your heart from your body. You no longer have access to your wings or claws/tail, nor can you hold objects normally, but you can still speak normally and move as per your walking speed. You are vulnerable to bludgeoning, fire, and radiant damage in this form, and you will begin to burn in direct sunlight, taking 1d8 fire damage for every minute you spend in direct sunlight. If you return to your body and regain at least one hit point, you reconnect to your body and regain control of it. You can take this reaction an amount of times equal to half your proficiency bonus (rounded down), and regain all expended uses after completing a long rest.
- Solver
Also at 1st level, you have gained the ability to move around physical objects using the Solver. As an action, you can cast mage hand and use it to manipulate objects or move creatures. You must have at least one hand free in order to do this. It takes the form of the Solver symbol (colored either yellow or your eye color, if you have eyes), lasts until you dismiss it as a bonus action, can be used to attack with physical weapons, and can carry up to 50 pounds. Alternatively, as an action, you can gesture and force one humanoid you can see within range to make a Constitution saving throw. On a failed save, the target is picked up by the Solver and moved up to 30 feet in a direction you choose, after which the Solver dissipates and the target is released. You can take this "throw" action a number of times equal to twice your proficiency bonus, regaining all expended uses after completing a short or long rest.
- Get Snuck Up On
At 6th level, the Absolute Solver assists you in moving around, allowing you to teleport around at incredible speeds. As a bonus action or as a reaction to taking damage, you can cast misty step at will, without expending a spell slot. Alternatively, instead of using your regular movement, you can use misty step a number of times equal to your walking speed divided by 10 (round down), and you can use this kind of movement a number of times equal to your Dexterity modifier, regaining all expended uses after completing a short or long rest. You cannot use both of these features in the same turn.
- Pranked
Also at 6th level, the Absolute Solver can create illusions for you in order to fool others. As an action, you can cast major image without expending a spell slot or using material components. You can cast major image in this way a number of times equal to your Charisma modifier, regaining all expended uses after completing a long rest.
- MacGuffin
Also at 6th level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your warlock level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend one use of your Solver "throw" action to make a ranged attack with a range of 20/60 using the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies.
- Callback Ping
At 10th level, you gain the ability to temporarily take control of other creatures. As an action, you can cast dominate person a number of times equal to your proficiency bonus, regaining all expended uses after completing a short or long rest. The maximum duration for this spell when cast in this way is 30 minutes. While the targeted creature is under the effects of the spell, its eyes (if it has any) change to become the Solver symbol, colored either yellow or your eye color (if you have eyes).
- Regrow
Also at 10th level, you gain the ability to heal from damage and regrow lost limbs. As an action, you can start to heal yourself. You regain 2d8 + 7 hit points, and for 1 minute, you regain 1 hit point at the start of each of your subsequent turns. Also, any lost limbs regrow over the course of that same minute. You cannot use this feature if you are in "heart" form, and gained hit points cannot exceed your current hit point maximum.
- [null]
At 14th level, you gain the ability to create an object of utter destruction at will. As an action, you can create a sphere of annihilation that is up to 5 feet in diameter and "throw" it like a ball up to 40 feet away from you. You must have at least one hand free in order to do this. The sphere will be destroyed after passing through any object that is 5 or more feet thick. You can use this feature a number of times equal to half of your proficiency bonus (rounded down), and regain all expended uses after completing a long rest.
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