Warlock
Base Class: Warlock

You have made a pact with an ancient being of maddening knowledge. Your patron is an entity so heretical in it's pursuit of knowledge and the truth of the world, their very existence has been far removed from all knowledge. It could be an imprisoned creature of great secrets, a god of entropy and madness, an ancient astral being, or even the vestigial remnants of an old god. It seeks to learn about the present world and the events within it, it may even just be seeking entertainment from you if it believes you can impress it. It holds knowledge of the arcane so deep and forgotten that some of the most accomplished mages may not possess. You draw your power from a fraction of this entity tearing into your reality. As your power grows, the veil between reality and madness tears further.

Warp Flesh

1st-level Forgotten Madness feature

Your patron grants you the ability to unveil a piece of the true nature of the world around you. As a bonus action, you warp the flesh of a creature within 30 ft of you. The creature must make a Wisdom saving throw against your warlock spell save DC, on a failed save a horrifying visage of flesh, eyes and tendrils appears on its body for 1 minute unless dispelled as a bonus action. A creature affected by this feature has disadvantage on attack rolls. Additionally when you cast spells, you may cast the spell from the affected creature instead of yourself as a piece of your patron connects you to your target. A creature can attempt to end the effect early by attempting the saving throw at the end of each of it's turns. When you use this feature, the DM can choose to make you roll on the arcane magic surge table.

A creature can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Starting at level 6, other creatures also have advantage on attack rolls against the affected creature.

Expanded Spell List

 1st-level Forgotten Madness feature

The Forgotten Madness lets you choose from an expanded list of spells when you learn a warlock spell. The Forgotten Madness Expanded Spells table shows the genie spells that are added to the warlock spell list for you.

Spell Level Spells
1st [Tooltip Not Found], [Tooltip Not Found]
2nd [Tooltip Not Found], [Tooltip Not Found]
3rd [Tooltip Not Found], [Tooltip Not Found]
4th [Tooltip Not Found], [Tooltip Not Found]

5th

[Tooltip Not Found], [Tooltip Not Found]

6th

[Tooltip Not Found]

7th

[Tooltip Not Found]

8th

[Tooltip Not Found]

9th

[Tooltip Not Found]

Arcane Magic Surge

1st-level Forgotten Madness feature

Fractions of the near endless knowledge of your patron is imparted to you. Whenever you make an Intelligence(Arcana) or Intelligence(History) check, you add your Charisma modifier to the roll.

Your power comes from delving into the true nature of the arcane. Untapped, unstable energy tends to lash out when you channel your powers. When you cast a spell using a spell slot of 1st level or higher, roll a d20. If the roll is equal to or lower than the spell level, roll on the Arcane Magic Surge table.

 Arcane Magic Surge Table

d100

Effect

1-2

The next time you cast a spell, roll twice on this chart. Both effects will apply.

3-4

Permanently increase one ability score of your choice by 1 point. Permanently decrease a different ability score of your choice by 1 point. A spell such as remove curse can end this effect.

5-6

You and all creatures within 30 feet of you gain vulnerability to a random type of damage for 1 minute.

7-8

You gain an additional spell slot of your highest level for 1 week.

9-10

Three targets you can see within 60 feet chosen by you are targeted by a scorching ray.

11-12

All creatures within 60 feet of you regain 2d8 hit points.

13-14

You fall into the Astral plane for an undetermined amount of time(DM's discretion). You may encounter creatures as you fall through and gain a way to return.

15-16

You are cloaked in shadow and reek of brimstone for 1 hour. During that time, you have advantage on Charisma (Intimidation) checks and disadvantage on Charisma (Persuasion) checks.

17-18

You summon a mule 100 feet above the target of your spell or ability. If you do not have a target, the mule appears above you. Both the mule and the creature it lands on take 10d6 bludgeoning damage from the inevitable fall, or the creature under the mule takes no damage with a successful Dexterity saving throw; the DC equals your spell save DC.

19-20

You cast contact other plane.

21-22

Blood rains from the sky in a 30-foot radius around you for 10 rounds. Creatures within the radius must make a Constitution saving throw or take 3d8 necrotic damage and be marked by the stigmata of a blood deity.

23-24

You regain your highest-level expended spell slot.

25-26

You cast a hemispherical wall of force, centered on yourself.

27-28

Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of damage dealt.

29-30

You gain resistance to one type of damage, determined randomly, for one hour.

31-32

Loud horns that can be heard for a mile sound for 1 hour. The sound moves with you.

33-34

Until you complete a long rest, every word you utter sounds normal to you but is heard by others as incomprehensible babbling. 

35-36

Three targets within 30 feet that you can see are targeted by a bolt of lightning that does 2d8 lightning damage. Each individual target can negate the damage with a successful Constitution saving throw.

37-38

Every creature within 60 feet of you, except you, teleports 10 feet in a random direction. If the destination is a solid object or hazardous terrain, the creature doesn’t move.

39-40

The sun (or moon if it is night) is eclipsed for 10 minutes. Strange creatures await a complete eclipse, be wary of what might be roused.

41-42

You become immune to all damage for 1 round.

43-44

Until you complete a long rest, you leave burning footprints that smolder in your wake for 5 rounds. Creatures that enter within 5 ft of the smolders take damage equal to your Constitution modifier. The flames are hot enough to ignite easily flammable material (leaves, paper, cloth).

45-46

You turn into a succulent cooked ham for 10 rounds. While a ham, you are incapacitated and are vulnerable to all damage, if you are reduced to 0 hit points in this state, you die. The gold plate that you appear upon can be sold for 5 gp.

47-48

You lose proficiency on all skill checks for 1 hour.

 

49-50

For 1 hour, you gain a bonus to weapon damage equal to your spell casting ability.

51-52

You open a portal to the Abyss that stays open for 10 rounds. Each round there is a 1 in 20 chance that a fiend or other Abyssal creature of the DM’s choice walks through.

53-54

You cast cure wounds at the 3rd level on a target of your choice.

55-56

Your eyes turn into worms and fall from their sockets. You are blinded until you receive a remove curse or regenerate spell.

57-58

You see incomprehensible visions and are paralyzed until the end of your next turn.

59-60

For the next day, everything you say must rhyme. If it doesn’t, you take 1d6 psychic damage.

 

61-62

You cast fireball centered on yourself

63-64

You can detect the thoughts of all creatures you can see within 30 feet of you for 1 minute. Make a Wisdom saving throw against your spell DC to comprehend out the thoughts of a single creature

65-66

You gain advantage on your attack rolls, ability checks, or saving throws for the next minute.

67-68

You suffer disadvantage on your attack rolls, ability checks, or saving throws for the next minute.

69-70

Choose a target that you can see within 60 feet other than yourself to gain temporary hit points equal to twice your level.

71-72

The floor in a 30 ft radius around you turns into lava. A creature that moves into this area for the first time or starts its turn there takes 10d8 fire damage.

73-74

Your body changes into that of the opposite gender. This effect lasts until the use of a remove curse spell of 5th level or higher.

75-76

Numerous eyes begin to fill the vision of you and every creature within 30 ft of you causing you to make a Wisdom saving throw. On failure you lose 1 point of Wisdom and gain short-term madness

77-78

Make a melee weapon attack against a random creature near you. If you do not have a melee weapon equipped, you make an unarmed strike. If no creatures are within range, you attack yourself.

79-80

You cast flame strike centered on yourself.

81-82

You hear a snapping sound as a single tally mark appears on your arm that seems to not do anything, immediately.

83-84

You gain a +2 bonus to your AC for a number of rounds equal to your spell casting ability.

85-86

You cast heal on a creature of the DM's choosing.

87-88

You cast heal on a creature of your choice(including yourself)

89-90

A table with a heroes’ feast appears within 10 feet of you.

91-92

Three powerful undead(DM's choice) under the control of the DM claw their way out of the ground and attack random living creatures until they are destroyed.

93-94

The ground tears open and 1d4 infernal fiends crawl out to take you back into the nine hells with them. They last until they are killed.

95-96

You gain one use of the wish spell that must be cast immediately

97-98

You summon an ancient horror for 1d4+1 rounds that casts any 1 spell it has access to. It attacks random creatures around it for the duration

99-100

You open a tear in reality to the Astral plane or a Far Realm(DM's discretion)

Reality Shift

6th-level Forgotten Madness feature

You begin to take on characteristics of your patron. You now have resistance to psychic damage.

As a reaction, you can give yourself advantage on ability checks and saving throws. You can do so after the roll but before the outcome of the roll is revealed. Once you do so you must finish a short or long rest before you can use this feature again.

When you use this feature  the DM can have you roll on the Arcane Magic Surge table.

Power in Pain

10th-level Forgotten Madness feature

You begin to become one with your patron as you draw upon more of their power. As an action, you inflict substantial damage upon yourself and lose some vitality. You roll and expend hit dice equal to half your warlock level and take damage equal to the amount rolled and regain one of your pact spell slots. This damage cannot be reduced in any way. You must have enough hit dice remaining to be able to use this feature.

After using this feature, your form around your wound becomes warped imposing disadvantage on Charisma(Persuasion) checks and advantage on Charisma(Intimidation) checks until you finish a long rest. When you use this feature the DM can have you roll on the Arcane Magic Surge table. Once you use this feature, you can’t use it again until you finish a long rest.

 

Madness Within

14th-level Forgotten Madness feature

You tap into your patron's very essence as you turn madness into reality. As an action you designate yourself and a number of creatures up to your spell casting modifier to be transported to your patron's domain in the forgotten reaches of the Far Realm for 10 minutes for willing and 1 minute for unwilling creatures. If a designated creature is unwilling it must succeed on an Wisdom saving throw against your warlock spell save DC to resist being transported. The domain of endless space, eyes and tendrils reaches out to hostile creatures you choose causing them to take 4d10 psychic damage or half as much on success.

At the start of their turns, the creatures must attempt the saving throw again or take the damage again. If a creature of CR equal to your warlock level drops to zero hit points or fails their Wisdom saving throw 3 times, they are instantly killed as your patron assimilates them.You gain temporary hit points equal to half that creature's maximum hit points or you may choose to learn one fact or memory the creature knew in life. On success they are able to break free from the realm and reappear in an unoccupied space within 5 ft of where they were.

Once you use this feature, you can’t use it again until you finish a long rest.

Previous Versions

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11/28/2022 11:15:50 AM
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