Warlock
Base Class: Warlock

Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it. Entities of this type include Ghaunadar, called That Which Lurks; Tharizdun, the Chained God; Dendar, the Night Serpent; Zargon, the Returner; Great Cthulhu; and other unfathomable beings.

Weight of Infinity

Also at 1st level, you can open the minds of your enemies to the terrifying vistas of reality, causing them to go mad from the revelation. When you hit a creature with an attack or a creature fails a saving throw against one of your spells, you can force the creature to make an intelligence saving throw against your spell save DC. If they fail, they are frightened of you until the end of your next turn.

You can use this feature twice, and you regain all expended uses when you complete a long rest.

At 6th level, if the creature fails the saving throw, you gain a choice of two afflictions that you can choose to impart unto the creature, in place of the creature being frightened of you.

Bleeding Mind. The creature takes 1d10+ half your warlock level as psychic damage.

Shattered Mind. The creature rolls on the short term madness table. They are afflicted with the madness until the end of your next turn.

Awakened mind

Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can communicate telepathically with any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

Dark Bargain

At 6th level, you can push the boat out on the black seas of infinity, risking everything to gain power untold. When you cast a warlock spell, you can attempt to do so without expending a spell slot by drawing power from your patron's realm.

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, make a spellcasting ability check. In secret, your DM makes the same roll to set the DC. The DM may instead choose the DC, depending on the relationship between your warlock and your patron.

On a success, you cast the spell normally, and then you immediately roll on the long term madness table. If you fail, the same occurs, but you double the duration of the madness.

Thought Shield

Starting at 10th level, your thoughts can't be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do. In addition, if an effect causes you to roll on the madness tables, you roll twice and pick either outcome.

Create Thrall

At 14th level, you gain the ability to infect a humanoid's mind with the alien magic of your patron. You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until a Remove Curse spell is cast on it, the charmed condition is removed from it, or you use this feature again.

You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence.

Expanded spell list

Expanded spell list

Previous Versions

Name Date Modified Views Adds Version Actions
2/12/2023 1:34:53 AM
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