Base Class: Warlock
These warlocks forge a pact with eldritch beings that are intimately connected to the chaotic realms of madness, allowing them to summon nightmarish entities and harness the power of dementia.
Dementia Summoning
Starting at 1st level, you gain the ability to summon eerie entities from the realms of dementia. As an action, you can use your Dementia Summoning feature to summon a Dementia Beast to aid you in combat. Choose a beast from the stat block provided. The summoned Dementia Beast uses your proficiency bonus and your spellcasting ability modifier for its attack rolls and saving throw DCs.
The Dementia Beast disappears after 1 hour, or when it drops to 0 hit points, or when you dismiss it as a bonus action. You can use this once and you regain the expended uses when you finish a short rest.
Dementia Beast Stat Block
Medium aberration, neutral
- Armor Class: 13 + your Charisma modifier
- Hit Points: equal to your warlock level + your Charisma modifier * the spell slot level used to summon it
- Speed: 30 feet
- Ability Scores:
Strength 13 + spell slot used to summon it (+2),
Dexterity 13 + spell slot used to summon it (+2),
Constitution 13 + spell slot used to summon it (+2),
Intelligence 9 + spell slot used to summon it (+0),
Wisdom 9 + spell slot used to summon it (+0),
Charisma 9 + spell slot used to summon it (+0) - Skills: Perception +2 + spell slot used to summon it
- Damage Immunities: psychic
- Condition Immunities: charmed, frightened
- Senses: darkvision 60 feet, passive Perception 12
- Languages: Understand Abyssal and the languages you speak
- Challenge: Equal to your proficiency bonus
- Special Traits: The Dementia Beast has immunity against being charmed or frightened. It also has telepathic communication with you up to a range of 60 feet.
- The Dementia Beast's attacks count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
| Spell Slot Level | Attack | Description |
|---|---|---|
| 1st | Dementia Bite | Melee Weapon Attack: + Charisma Modifier + your proficiency bonus to hit, reach 5 ft., one target. Hit: 1d4 acid damage. On a hit, the target must make a Constitution saving throw against your spell save DC, or its next turn takes an additional +1d4 acid damage. |
| 1st | Dementia Claw | Melee Weapon Attack: + Charisma Modifier + your proficiency bonus, reach 5 ft., one target. Hit: 1d6 + Charisma Modifier necrotic damage. |
| 2nd | Dementia Whispers | Ranged Spell Attack: + Charisma Modifier + your proficiency bonus, range 30 ft., one target. Hit: 2d4 psychic damage. On a hit, the target must make a Wisdom saving throw against your spell save DC or its next turn takes an additional +1d4 psychic damage, and it is frightened of the Dementia beast. |
| 3rd | Multiattack | The Dementia Beast makes two melee attacks: one with its bite and one with its claw. |
| 4th | Roaring Nightmares | Ranged Spell Attack: Creatures other than you that are in a radius of 30 ft of the Dementia Beast must make an Intelligence saving throw. On a failed save, the creature takes 4d6 psychic damage and is frightened of the Dementia Beast until the start of your next turn. On a successful save, the creature takes half as much damage and isn't frightened. |
| 5th | Multiattack | The Dementia Beast makes two melee attacks and one ranged attack: one with its bite and one with its claw, and one to choose between Dementia Whispers and Roaring Nightmares. |
Nightmare Surge
At the 6th level, your connection to the realms of dementia enhances your eldritch powers and instills fear in your enemies. When you hit a creature with your eldritch blast, you can use your bonus action to teleport the Dementia Beast to a free space at 5 ft of the target and make a single attack against the creature; if this attack hits, it has disadvantage against the subsequent use of Dementia Whispers on it.
Fear Devourer
At level 10th, when you hit a creature with an attack granted by your Dementia Beast and the target is frightened, the attack is considered a Critical Hit. Additionally, the target must make a Constitution saving throw against your Warlock spell save DC. On a failed save, the target becomes stunned and paralyzed until the end of its next turn.
Dementia Surge
At the 14th level, your connection to the chaotic realms of dementia grants you the ability to unleash unpredictable surges of eldritch power. Whenever you cast a warlock spell of 1st level or higher, you can roll a d6. On a roll of 1, you suffer no ill effects. On a roll of 2 to 5, you roll on the Wild Magic Surge table to determine a random magical effect that occurs as a result of your casting. On a roll of 6, you can choose to either roll on the Dementia Surge table or ignore the effect and cast the spell normally.
Once you use this feature, you can't use it again until you finish a long rest.
| Number | Dementia Surge Table |
|---|---|
| 1 | Mind Shroud: Your mind becomes clouded with chaotic thoughts. You have disadvantage on Intelligence ability checks and saving throws for 1 minute. |
| 2 | Hallucinatory Echoes: Strange visions and sounds fill the air. You and each creature of your choice within 30 feet must succeed on a Wisdom saving throw or be frightened for 1 minute. |
| 3 | Ethereal Phantoms: Ethereal spirits swarm around you, granting advantage on your next Charisma (Intimidation) check. |
| 4 | Twisted Illusions: Illusory duplicates of yourself appear, granting you advantage on your next Dexterity saving throw. |
| 5 | Chaotic Surge: Raw chaos courses through your veins. You regain one expended spell slot. |
| 6 | Disjointed Reality: The world around you warps and bends. All creatures within 10 feet of you must succeed on a Dexterity saving throw or be restrained for 1 minute as they become trapped in a twisted space. |
| 7 | Mindfire: Your mind burns with chaotic energy. Each creature of your choice within 15 feet must make a Dexterity saving throw or take 3d6 psychic damage. |
| 8 | Temporal Distortion: Time briefly loses its grip on you. You gain the effects of the blur spell until the end of your next turn. |
| 9 | Chaotic Reflection: Reality shifts, causing spells cast within 30 feet of you to rebound randomly until the end of your next turn. Roll a d6: On a 1-3, the spell's effects are redirected to a random target within range; on a 4-6, the spell is unaffected. |
| 10 | Phantasmal Surge: Illusory phantoms surge around you, granting advantage on your next attack roll. |
| 11 | Twisted Visage: Your appearance contorts and shifts, causing all creatures within 10 feet of you to make a Wisdom saving throw or be frightened for 1 minute. |
| 12 | Chaos Conduit: Chaos energy arcs from your body, dealing 4d6 necrotic damage to a random creature within 30 feet of you. |
| 13 | Ethereal Blink: You briefly phase out of existence. You gain resistance to all damage until the end of your next turn. |
| 14 | Reality Fracture: Reality tears open, creating a 10-foot-radius sphere of difficult terrain centered on you. Any creature that enters or starts its turn in the area must make a Dexterity saving throw or take 3d6 force damage. |
| 15 | Chaotic Reversal: The chaotic energy reverses the course of a spell. The next spell that is targeting you, you may change its target to another creature within range. |
| 16 | Reality Shift: Reality bends to your will. You can choose to reroll your next ability check, saving throw, or attack roll, and you must use the new result. |
| 17 | Reality Warp: The fabric of reality distorts, causing creatures within 20 feet of you to have disadvantage on saving throws until the end of your next turn. |
| 18 | Cascading Echoes: Strange whispers echo through the air, granting advantage on your next Charisma (Persuasion) check. |
| 19 | Chaotic Surge: Raw chaos courses through your veins. You regain You regain two expended spell slots. |
| 20 | Twisted Reflection: Until the beginning of your next turn, when you become the target of a spell of level 5th or less; you may cast the same spell at its base level without spending a spell slot. It target's its original caster. |
Previous Versions
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