Base Class: Warlock
Your patron is Demogorgon, the Demon Prince of Madness. Demogorgon is fond of watching chaos spill across the planes, and his mad murmurings reach the ears of many followers. Powerful and unpredictable, the Sibilant Beast delights in sewing fear and insanity wherever his influence spreads. As a locus of his power, structure and predictability are your enemies. Disorder and entropy are the natural way of the world, and Demogorgon savors every act of randomness that results from your actions.
Expanded Spell List
Demon Prince Demogorgon 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.
Demogorgon Expanded Spells
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1st |
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2nd |
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3rd |
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4th |
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5th |
Invasive Mind
At 1st level your mind is able to invade another creature's thoughts. As an action on your turn, you may attempt to establish a telepathic link with one creature you can see within 60 feet of you. The creature makes a Wisdom saving throw, denying your telepathic link on a success. If it chooses, the target may fail its saving throw on purpose to establish the link.
While the telepathic link is maintained, you and the target creature can communicate telepathically. You must share a language with the creature in order to do so. While linked, the creature has disadvantage on attack rolls made against you, and you have advantage on saving throws against the creature's spells and abilities.
At the end of each of its turns, the target creature can repeat its saving throw, ending the telepathic link on a success. Otherwise the link is maintained for up to one hour, ending early if you and the target are separated by more than 120 feet, are no longer on the same plane of existence, or if you choose to end it early as a bonus action on your turn.
Chaotic Influence
At 6th level your very presence begins to twist reality around you. When a creature you can see within 30 feet of you makes an attack roll, ability check, or saving throw, you may choose to roll a d20 as well. After they roll but before they reveal the results of their roll, you may choose whether they use the results of their die or yours. The ability is considered used whether or not you replace the result of their roll with your own.
You may use this feature a number of times equal to your Charisma modifier, regaining expended uses following a short or long rest.
Instill Madness
At 10th level the insanity and chaos that you sew can no longer be averted, even by the keenest senses. When a creature within 120 feet of you succeeds on an Intelligence, Wisdom, or Charisma saving throw against the effects of a spell you cast, you may use your Reaction to inflict one of the following effects on that creature.
Pain. The target takes 3d10 psychic damage.
Blindness. The target is blind until the end of its next turn.
Terror. The target becomes frightened of every creature within 60 feet of it until the end of its next turn.
Madness. The target must use its next turn to move towards a creature of your choice and make one weapon attack against it.
You may use this feature once, regaining the ability to do so after a short or long rest.
Aberrant Design
Beginning at 14th level, your patron's twisted sense of amusement has inspired you to creation. As an action on your turn you may point at an unoccupied space between two creatures no more than 10 feet apart from one another, and who are both size Medium or smaller. Both targets must make a Constitution saving throw against your warlock spell save DC. Each target takes 5d10 psychic damage on a failure, and half as much on a success. If both targets fail their save, they are pulled together into the space that you designated and fused together into a melted, twisted combination.
While fused together, the targets take up the space of one Large creature. This creature acts on the original initiative of both targets, granting it two turns per round of combat. Its total and current hit points are the sum of the two fused targets. Its AC is equal to 5 plus the higher of the two targets' Dexterity modifiers. Its walking speed is reduced to half the speed of the slower of the targets, and it loses any flying, climbing, or swimming speed either target had. Its ability scores are all equal to the higher score between the two targets. The creature has all the actions, features, abilities, and options of the two fused targets, but it cannot cast spells or concentrate on any spells that they had cast before being fused. If one of the fused creatures normally could make more than one attack as part of its attack action, it can only make one attack as an action while fused together.
The fusion lasts for one minute, or until the fused creature is reduced to 0 hit points, at which point it falls unconscious and reverts into two creatures, both of which are also unconscious at 0 hit points. At the end of each of your turns, including on the turn you used this ability, the fused creature can make a Constitution saving throw, ending the effect on itself early on a success. When the effect ends, both fused targets are deposited in an unoccupied space originally occupied by the abomination.
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Posted Nov 5, 2024This is really cool!