Base Class: Warlock
As the echoes of the Void pass through your mind, your abilities manifest not as a mere reflection of the Void but a means to apply the mental anguish of the Void unto others. In the stream of the Void you are as a river pebble smoothly slipping through the currents. But to those you target, they take the full brunt of the Void into their very minds.
Mind Control
With your bonus action, choose a target within 200 feet and invade their mind for 3 + your proficiency turns. On first turn of this effect, they must make a wisdom saving throw against your spell save DC at disadvantage and nothing else. If the target fails they are your devoted ally for the remaining turns. If the target succeeds, on their next turn the effect ends and they consider you an enemy if they did not before.
You can only use this ability on one target at a time and cannot do so again until the effect has ended.
You may use this ability a number of times equal to your proficiency, recharging on a short rest.
Distorted Presence
Starting at 1st level, your patron warps your body in such a way that it is hard to look upon. Whenever you are targeted for an attack, the senses of the attacker are distorted. Their to hit roll is reduced by your proficiency. (for an easier time on DMs simply add your proficiency to your AC)
Bolts out of the Void
Starting at 6th level, you can manifest psychic energy from the void in such a way as to seek out and strike enemies you can perceive. Enemies struck by it will find themselves disoriented to various degrees. The weakest of minds will hold their heads in agony while the strong willed will only have issues at avoiding attacks.
You may use your action to throw out bolts of psychic energy in a cone, each bolt hits an enemy and strips away their AC for 2 turns. Enemies hit by the bolts must make a wisdom saving throw against your spell save DC, if they fail they are stunned for 2 turns.
Hysteria
Beginning at 10th level, your patron has granted you greater access to the mental turmoil that the Void can cause. This greater understanding of the mind grants you immunity to mental statuses.
You can use your action and bonus action together to release a psychic burst from the Void that forces all enemies around you within 90 feet to make a wisdom saving throw against your spell save DC at disadvantage. Those that fail the save can no longer determine friend from foe in fact seeing each other as their true enemy for 5 turns.
Singularity
Starting at 14th level, you can meditate upon the Void and gain greater understanding of what it truly desires. Make a charisma roll against your spell save DC to attain knowledge from the Void. If you roll more than 10 you gain a single advantage regardless of if you succeed against your own spell save DC. If you succeed against your spell save DC you gain an additional advantage which you can use in conjunction with the previous advantage or separately. You may do this once per short rest.
During combat once per short rest, as a bonus action, enter into a meditative state sacrificing all further actions, bonus actions, and reactions to maintain concentration. In this state, you are immune to all damage. During this time, all enemies within 50 feet must make a wisdom saving throw at disadvantage against your spell save DC. Failing this saving throw, they focus all their attacks on you.
Maintain a total for all damage that should have been done to you if not for the immunity, when you end the meditation you release a wave of force damage equal to the damage you accumulated. The wave hits all enemies within 50 feet.
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