Pact of the Shell

Your Patron blesses your flesh with its otherworldy power, altering its form and granting you enhanced defences. While you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.

Depending on your Patron, the visual effect of this Pact may differ. A Great Old One might cause your flesh to become slick with thick mucus, causing some attacks to slide right off of you, whereas a Fiend's blessing might cause patches of reddened scaley armor to form across your body. You should consider how this blessing will be seen by others around you when roleplaying, and whether it can be easily hidden from those around you.

Eldritch Invocations

Eldritch Pummel

Prerequisite: Eldritch Blast

Your Eldritch Blast is now a melee spell attack with a range of 5ft, and you make a seperate roll for each beam. After casting Eldritch Blast you can use a bonus action to make one additional eldritch blast attack, at 11th level this becomes two attacks. Any other invocations that effect Eldritch Blast still apply, however it's range cannot be changed from 5ft.

Inhuman Physique

Prerequisite: Pact of the Shell

You can add your Charisma modifier to any Strength checks or saves you make, not including weapon attacks.

Engorged Flesh

Prerequisite: Pact of the Shell

You can cast the Enlarge Reduce spell on yourself at will, without expending a spell slot or material components.

When doing this, you can only use the Enlarge effect.

Unnatural Selection

Prerequisite: Pact of the Shell, 7th Level

Whenever you take a long or short rest you can choose one of the following adaptations. This adaptation lasts until your next short or long rest.

You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

You gain a swimming speed equal to your walking speed, and you can breathe underwater.

When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check’s total. You can make this special check only once per turn. <div style='margin-top:100px'></div>

Nervous Takedown

Prerequisite: Pact of the Shell

You can add your Charisma modifier as well as your Dexterity when calcuating initiative, and your movement speed increases by 10ft.

Credits Art by Zhang Davey https://www.artstation.com/artwork/ybayJ Pact of the Shell made by Seppucrow_ using Homebrewery.