Base Class: Warlock
Warlocks of The Unknown are driven by a relentless curiosity to unravel the mysteries of their own existence. They willingly embrace madness, allowing it to consume them in their pursuit of forbidden knowledge. Their powers are derived from an unfathomable source, granting them abilities that defy conventional understanding. While other patrons may be enigmatic and mysterious, The Unknown's power is so intense that it leaves warlocks entirely forgetting parts of themselves, oftentimes even the patron they serve.There is no greater power that one can be offered, but it comes at the cost of your own identity.
Surge of Power
You can tap into the greater powers granted by your patron, but when you do it brings a greater risk to your sanity,
Starting at 1st level, when you use your action to cast a spell, you can cast a cantrip with a casting time of one action as a bonus action. Before you do so, you must make a DC 10 charisma saving throw, or the casting fails and you suffer an effect from the short-term madness table. The DC increases by 2 every time you use this ability, and resets on a long rest.
Additionally, when you are out of spell slots, you can cast one spell with a casting time of one action. Before you do so, you must make a DC 10 Charisma saving throw, or the casting fails and you suffer an effect from the long-term madness table. The DC increases by 5 every time you use this ability, and resets on a 1d4 long rests.
Maddening Curse
Your mind is not your own, and neither is the madness that plagues it.
Starting at sixth level, you can target one creature you can see within 60 feet of you, that creature must make a charisma saving throw against your spell save DC or suffer an effect from the short-term madness table. You can use this feature a number of times equal to half your proficiency bonus rounded down (minimum of one), and regain all uses on a short rest.
Unstable ward
You can harness your powers to defend yourself, although it has a tendency to backfire.
Starting at 10th level, when you take damage from a magical attack (spell, magic weapon, etc.), you can use your reaction to roll a charisma saving throw. On a successful save, negate the damage and force the attacker to suffer an effect from the short-term madness table. On a failed save, you halve the incoming damage and roll on the short-term madness table instead.
True Madness
You have gone past the point of no return, and your true self is likely lost forevermore.
At 14th level, roll on the indefinite madness table. You gain this effect permanently, and nothing short of a wish spell can cure this madness.
Additionally, when you roll on the short or long-term madness table, you can roll twice and choose between the two effects.
Additionally, you gain immunity to psychic damage.
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