Base Class: Warlock
Your patron is a powerful Aberration, an alien entity with bizarre anatomy, strange abilities and mental powers. To allow you to better understand how, what and why your patron is, they have bestowed upon you a fraction of their mental abilities. Only now can you truly start to understand your patrons deepest desires.
For most people, engaging with an aberration is touched with peril, because in order to understand an aberration, one has to deal with concepts and symbologies that are vastly different from that of humanoids, and in doing so your way of thinking slips further and further from the normal until insanity eventually creeps its way into your mind. Perhaps aided by your newly bestowed powers you will be among the first to understand their true intentions.
Examples of aberrations include aboleths, beholders, mind flayers and flumphs.
Expanded Spell List
1st-level Synaptic Surveyor feature
The Synaptic Surveyor 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.
Synaptic Surveyor Expanded Spells
| SPELL LEVEL | SPELLS |
|---|---|
| 1st | dissonant whispers, Tasha's hideous laughter |
| 2nd | phantasmal force, Tasha's mind whip |
| 3rd | sending, nondetection |
| 4th | compulsion, phantasmal killer |
| 5th | modify memory, geas |
Cognitive Burden
1st-level Synaptic Surveyor feature
You can magically conjure an aura of negative psychic energy that envelops a creature of your choice. As a bonus action, you create a gloomy aura of negative psychic energy which surrounds a target you can see within 60 feet of you. The aura lasts for 1 minute or until you use this feature to create another aura.
Any creature that starts its turn enveloped in the aura must succeed on a Wisdom saving throw or take 1d6 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. When you reach 10th level in this class, the damage increases to 2d6.
As a bonus action on your turn, you can move the aura up to 30 feet and envelop a new creature. You can summon the aura a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Telepathic Utterance
1st-level Synaptic Surveyor feature
You can speak telepathically to any number of creatures you can see within 60 feet of you simultaneously. When you speak using your telepathic utterances any creature that knows at least one language understands you. Your communication doesn’t give the ability to respond to you telepathically.
Higher Thinking
6th-level Synaptic Surveyor feature
You gain a resistance to psychic damage, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.
Imposed Static
6th-level Synaptic Surveyor feature
A creature affected by your Aura of Cognitive Burden will find it difficult to deal melee damage to you or your allies. When you or a creature you can see is dealt melee damage by a creature enveloped in your aura, you can use your reaction to reduce the damage to that creature by 1d6. When you reach 10th level in this class, the damage reduced by the aura increases to 2d6.
Comprehensive Consciousness
10th-level Synaptic Surveyor feature
Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed or frightened and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.
Isolation
14th-level Synaptic Surveyor feature
You can plunge a creature into a complete isolation. As an action, choose a creature that you can see within 60 feet of you. That creature takes 4d10 psychic damage and must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is blinded, deafened and paralyzed for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage.
At the end of 1 minute, the creature can repeat its saving throw. If it succeeds on its saving throw, the effect ends, on a failed save, the creature's Intelligence and Charisma scores become 1. The creature can't cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature is no longer paralyzed, but continues to be both blinded and deafened.
At the end of each day, the creature can repeat its saving throw. If it succeeds on its saving throw, the isolation ends.
The effect can also be ended by greater restoration, heal or wish.
You must finish a long rest before you can use this feature again. You cannot use this feature if any creature is still under its effects.
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