Base Class: Warlock
Your patron is an eldritch being from the far realms of reality. Interactions with such beings tend to drive most mortals to insanity. However, it has recently been discovered that interacting with the material plane is not without its effects on those from the far realms. Contact with the material plane is similar to a mind altering drug to these beings, giving them an altered state of being and driving them to consume more and more. However, some have discovered this fact and have taken steps to keep these effects from happening to them while still working on the material plane. Whether it's the benign wish of the Eye of Dusk to have all signs of his power and mention of him wiped from existence, or the dark wishes of Gthƒœksfjl to rule without the mental effects, your patron requires a buffer in order to accomplish their goals, and that buffer is you. In order to make this happen, you must be infected with a portion of the far realms. Whether this is through an object that holds this energy allowing you to mitigate some of the effects or directly through your body with all the physical effects or defects, you have energy that is foreign to reality coursing through your system.
Mental Inoculation
Your mind begins to adapt to being infected by the far realms. Due to this, starting at first level, you are immune to being frightened.
Mind Crush
At 6th level, you learn to attack another creature's mind with the energy you possess. When any enemy makes an attack roll against you, you can use your reaction to attack them with energy of the far realms. For 60 seconds after that, any time the creature rolls any attack roll or you roll an attack roll against it, it takes an extra d8 of psychic damage. This ability can only be used once per long rest.
Mental Immunity
At 10th level, your mind has fully adapted to the energy you are infected with. You have resistance to psychic damage and advantage on saving throws to being charmed. Your thoughts cannot be read and any person who tries will become frightened of you for 1 hour. You also begin to show physical manifestations of the power you wield.
Eldritch Surge
Starting at level 14, you start having difficulty controlling the power you channel. Any time you roll a natural 20 on a spell attack roll or an attack roll with your pact weapon, a spell from your pact tome, or an attack with your familiar, everyone within 15 feet of you (excepting someone you had targeted with an attack roll) regains hit points equal to 1d8 and gains advantage on wisdom saving throws for 1 minute. Any time you roll a natural 1 on the same as above, everyone within 15 feet of you takes 1d8 psychic damage and is frightened of you for 1 minute.
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