Warlock
Base Class: Warlock

(Flow Works Union Exclusive. Do not choose this subclass if you are not in the campaign.) 

The angel known as Abstract Fever has given you it's insane powers. A colorful but deadly and chaotic angel known for its random impulses to enter the mind of a creature and torment it for days on end with endless fear before killing it off.

You gain various colorful spells while not only that but also gaining various abilities relating to mobility and abilities to inflict unwavering fear into those you choose. With the mutations of Abstract Fever, you become stronger while also gaining features similar to Abstract Fever whether that be good or bad. You will constantly battle with what Abstract Fever wants and have impulses that may lead into odd behaviors.

Expanded Spell List

You gain spells that gives powers similar to that of Abstract Fever. The following spells are added to the warlock spell list for you.

Fiend Expanded Spells
Spell Level Spells

1st

color spray, hideous laughter

2nd

detect thoughts, misty step

3rd

haste, major image

4th

freedom of movement, locate creature

5th

geas, mislead

Crazed Presence

Starting at level 1, you gain mutations of Abstract Fever, your limbs and muscles are magically enhanced as your ability to move around and speed towards your victims are done with ease. You no longer have to rely on weapons but rather your unarmed strikes. All of your strikes are infused with the very fear you bring.

  • Your unarmed strikes deal 1d6 + (Charisma Mod) bludgeoning damage. Use your charisma modifier instead of strength when doing attack roll.
  • You may take the dash action as a bonus action rather than an action.
  • Gain proficiency in Intimidation skill checks. 
  • You may use your bonus action to make an unarmed strike.

Mutant Stability: Abstract Fever

As any other Angel Mutation pact with a chaotic angel, control will never be easy. At times you will leak traits and features that connect with the one you gained mutations from while gaining more power than normal. Of course, this is the price. Your DM should be aware of this upon you choosing this class due to it being stronger than other subclasses at the cost of having little control.

When under control of Abstract Fever, you will exhibit the sudden urge to bring fear to all of those around you by various methods. Under control, your skin color will change into a mix of red, yellow, and blue while also having a larger jaw for a gaping mouth that hands open. One losing control may attack the nearest creatures with unarmed strikes, roll intimidation checks to scare all around you, gain a moving speed of 60 feet plus an equal climbing speed, increase by one character size (all items absorb into you and clothes expand), casting spells on spell list given by this subclass without using a spell slot on creatures who are not scared of Abstract Fever, unable to be frightened, gaining immunity to slashing and piercing damage, and gaining the bonus action "Primary Fever - As a bonus action, you may make all creatures within a 150 foot sphere of you the is frightened of you takes triple psychic damage equal to your level while additionally turning the sky red as an illusion to the affected creature. Additionally, they see one illusion of Abstract Fever until the user of this ability is no longer under control of Abstract Fever. When the illusion is to attack the affected creature, they take 1d4 psychic damage." Abstract Fever will tend to take control for either only 24 seconds to even a full minute and after control, you fall prone. When losing control, the DM takes control of your character or if the DM allows, you can play your character out. Some ways a creature with a pact connecting to Abstract Fever could lose control could be:

  • 'Abstract Fever despises use of spells that hurt another. The angel wants physical clashing for an utmost personal conflict.' Casting a spell that does damage of any kind (only if damage is inflicted.) (You lose control for 4 turns.)
  • 'Abstract Fever does not like being watched by those it can't see.' A divination spell is used on you. (Roll 1d4. On a 1, you lose control for 6 turns.)
  • 'Abstract Fever despises mental damage.' Taking psychic damage. (Roll an intelligence saving throw with a DC of 13. Failing causes you to lose control for a minute.)
  • 'Abstract Fever does not know fear and doesn't want to feel it.' You become frightened of a creature. (Roll an intelligence saving throw with a DC of 13. Failing causes you to lose control for a minute.)

Colorful Fear-monger

Starting at level 6, you become more attuned to your mutations with the angel you are aligned to, you develop more powerful traits from Abstract Fever becoming even stronger than before. Each trait you gain is specific features that are becoming more and more one with Abstract Fever.

  • 'Mind Chisel.' Your unarmed strikes count as magical attacks and you may choose for any unarmed attack you do to either inflict psychic or bludgeoning damage.Gain a +2 on intimidation rolls against a creature who is hit by one of your unarmed attacks. This effect lasts for 1 minute and can stack up to a +6, while duration does not stack.
  • 'Colorful Ravage.' When you use your action to make an unarmed strike, you may make another unarmed strike if the first hits.
  • 'Paint the Blood Moon.' When a creature is frightened of you, the sky becomes red with dark red clouds and a dark red moon (only the creature affected by this can see this, it is an illusion) along with them taking psychic damage equal to your proficiency bonus at the start of their turn if they are within sight of you at the start of their turn.
  • 'Fear Siphon.' A creature who is fearful of you produces a magical energy that you can harness to cast spells with ease. When a creature is frightened by you, you may use your bonus action to deal 2d6 psychic damage to the frightened creature and then cast a spell from you spell list without expending a slot. Treat the spell casted as if it using your spell slot level. A creature who takes this damage can't be affected by this again for an hour. This can be used once per short or long rest.

Crush the Canvas

Starting at level 10, you have learned how to enter a creature's mind and torment them within. While a hard process, you are able to target a creature who is scared of you and using their fear of you to draw their energy and then warping your soul within their mind. When within their mind, you are a very capable threat to them while you have the advantage against them. If you are to kill a creature within their mind, you gain access to a very powerful spell to finish them off after destroying their mental state.

  • If a creature is frightened of you, you may enter their mind as an action. You may do this a number of times equal to your proficiency bonus requiring a long rest to recover your uses. Once you enter a creature's mind, you enter what is a blank white canvas that slowly builds into an environment that the creature enjoys that the DM chooses. Your body goes motionless but the creature is still able to act as if it is not under the effect of anything relating to this ability. While within a creature's mind, you gain the effects of the Detect Thoughts and Intellect Fortress spell while within the creature's mind. The creature's mind creates what is the soul of the creature that has the single goal of killing your soul as a defense against you invading their mind. Both you and their soul have the exact same stats and abilities however any damage done is converted into psychic damage. Treat both you and their soul as separate entities that have separate HP from their owner. Both souls do not have any items besides replicate clothes, armor, and attuned items that the creature themselves have but converted into soul items, only present within the creature's mind. You may use your action to exit the mind and return to your body. If your soul is killed, you return to your body and take 8d8 psychic damage and then lose control to Abstract Fever if alive. If you kill the soul of the creature within their mind, you gain access to the powerful spell, Psychic Scream, and return back to your body. You can only use Psychic Scream on the creature whose soul has been killed and can only do so within the next minute. Once used, you lose access to the spell. If you killed their soul, it will enter a hyper regeneration phase to heal itself for the next minute, granting disadvantage on INT saving throws until a minute is up.

Psionic Collapse

Starting at 14th level, your mutations have grown to perfection. Abstract Fever and you are connected, though the angel's chaotic urges for control still occur and will continue to occur no matter how much you train sadly. That said, you have learned how to use the psychic stress of creatures to your advantage with ease. You finally gain access to some of Abstract Fever's strongest and mentally damaging abilities.

  • When a creature is killed through psychic damage you dealt, you may immediately have it come alive and start to reform into what looks like Abstract Fever, keeping all of their stats and abilities but now under your complete control while losing any racial benefits. You may use your bonus action to give it a command and if not given a command, it automatically takes the dodge action. This creature will stay alive for 1 minute before then collapsing into a puddle of blue, red, and yellow goo while also all of their organs floating within it. This can be used up to 3 times before requiring a long rest to reset the uses.
  • When dealing psychic damage to a creature, you may use your bonus action to apply psychic damage to all creatures who took psychic damage from your action to take psychic damage equal to your character level and all creatures effected by this must make a WIS saving throw against your spell save DC. All creatures who fail this save is frightened of you.
  • When making an unarmed strike, all creatures frightened of you within 30 feet of you take 2d6 psychic damage.
  • All creatures frightened of you will have Psychic Resistance removed if they have such.
Pact Of The Aberrant Colors, Abstract Fever Image

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