Warlock
Base Class: Warlock

You gain your Warlock power not from a specific sentient patron, but from the forbidden knowledge of a Truth of reality. The truth could be a secret about the nature of reality itself, a catastrophic and unpreventable event in the future, a secret living being which threatens unimaginable destruction, a secret living being which completely destroys all understanding of existence, etc. Knowing The Truth has separated you from reality in a fundamental way, and has broken your mind. Dwelling too long on forbidden knowledge can have dangerous effects. 

Level 3: Metaphysical Awareness

You can see The Truth of this world. You can cast the True Seeing spell on yourself once per long rest with no material component.

Level 3: Forbidden Knowledge

Your knowledge of The Truth is deeply distressing. Thinking about it too hard can be dangerous.

Any time you cast a spell using Pact Magic, you must fail a DC 16 WIS saving throw or take 1d6 Psychic Damage.

When you are outside of combat, you may cast a 1 minute ritual (Steel Mind) which will allow you to reroll one succeeded Forbidden Knowledge Saving Throw. If you still succeed on the reroll, you add 1d8 Psychic Damage to the damage roll. The spell you cast using Pact Magic has disadvantage on the attack roll. You may do this ritual once while you are not in combat. You will only be able to complete it again once you have used it to Reroll a Forbidden Knowledge Saving Throw.

Level 6: Speak The Truth

You always keep The Truth to yourself, to prevent it from harming others as it has you. But it can be so hard to keep it all in...

When you use Speak The Truth, you can whisper a small part of The Truth in Primordial to one chosen creature of your choice within 5 feet of you. The creature must fail a WIS Saving Throw. If it succeeds, you may choose one effect to give to the chosen creature:

The Awful Truth: The chosen creature gains disadvantage on all Saving Throws for 1 hour.

The Soft Truth: If the chosen creature drops to 0 HP within 24 hours of hearing The Soft Truth, it will automatically gain the Stable condition.

The Peaceful Truth: Any Initiative Checks made by the creature for the next 1 hour are automatically counted as 1. If the creature is in combat, it's current Initiative is changed to 1 (If this would cause it to gain a turn that it otherwise wouldn't have had, skip that turn).

The Illuminating Truth: The chosen creature gains True Sight for 1 hour.

You may Speak The Truth 3 times per long rest. At Level 12, you gain a 4th use.

If a creature understands Primordial, it is immune to Speak The Truth.

Using Speak The Truth does not consume a Pact Magic Spell Slot, but it does still activate Forbidden Knowledge

Level 10: Power of Knowledge

After succeeding a Forbidden Knowledge Saving Throw, you can choose to apply a Power of Knowledge to the spell, but add a second d6 of Psychic Damage to the damage roll.

Power of Shared Knowledge: Add the Psychic Damage you took from Forbidden Knowledge (including the Power of Knowledge die) to the damage roll of your spell. It remains Psychic Damage.

Power of Known Knowledge: Make an INT Saving Throw with a DC of 12. If you succeed, you don't take any damage from Forbidden Knowledge. If you fail, you take the damage as normal (including the Power of Knowledge die). The DC increases by 2 every time you use Power of Known Knowledge, and resets on a long rest.

Level 10: The Path Forward

Knowing the Truth is not just a curse, it is a burden. You must decide now what you will do about The Truth.

Path of Allegiance

Knowing The Truth is not a curse, it is a blessing. You are a follower of The Truth, chosen above all others to follow its guidance and become its champion.

You gain:

Wonderful Truth: You gain Disadvantage on all Forbidden Knowledge WIS Saving Throws.

Champion of The Truth: You gain the spells Zone of Truth, Detect Thoughts, and Scrying for free.

Spread Truth: When you use Speak The Truth, you can add one Spread Truth modification:
-Spread Far- The range of the action is now 60 ft.
-Spread Wide- The action can now target up to 3 creatures within 30 ft. of you.
-Spread Thoroughly- The effects of the action last 24 hours.

Path of Apathy

You cannot change The Truth, there is no point in trying.

You gain:

Determinism: Any attack made against you which would have advantage no longer has advantage.

Accepted Knowledge: You learn 3 spells from the Warlock spell list for free. You can also choose to cast these spells without using a Spell Slot, however, the spell will be cast at its lowest possible level and will automatically succeed the Forbidden Knowledge Saving Throw.

Apathetic to The Truth: When you use Power of Known Knowledge, the DC does not increase per use.

 

Path of Opposition

You stand against The Truth. You will fight against it with everything you have.

You gain:

Prevention of Truth: Bonus Action. Once per long rest, you may activate Prevention of Truth. In a sphere of 120 ft. around yourself, no creature can cast any spell in the Divination School (Including yourself and Allies). Lasts until concentration is broken.

War Against The Truth: The spells Darkness, Modify Memory, and Major Image are added to your spell list for free.

Metaphysical Knowledge: You can cast the True Seeing spell on yourself at will without a spell slot. Additionally, you can cast the True Seeing Spell on any willing creature without a spell slot once per long rest.

Level 14: Use of Forbidden Knowledge

You have avoided the forbidden knowledge in your head for too long. It is time to use it to advance the goal of your path.

Path of Allegiance; Embodiment of The Truth

If you are truly a dedicated follower of The Truth, what reason do you have to hide from the wonderful knowledge it has blessed you with?

Wonderful Truth is replaced with Beloved Truth.

Beloved Truth: You gain advantage on all Forbidden Knowledge Saving Throws. Forbidden Knowledge now does 1d4 Psychic damage instead of 1d6. Power of Knowledge now adds 1d4 instead of 1d6. When you succeed a Forbidden Knowledge Saving Throw, you may cast a Cantrip for free at the same time as the Pact Magic spell that you cast to activate Forbidden Knowledge. This feature does not activate if you use Power of Known Knowledge or Steel Mind to negate the damage of Forbidden Knowledge. If you use Steel Mind and succeed the reroll you may activate this feature.

Path of Apathy; Accepted Reality

You have fully accepted The Truth. There's no point thinking too deeply about it anymore.

Accepted Truth:
You gain Advantage on all Power of Known Knowledge INT Saving Throws. 
You gain Disadvantage on Steel Mind WIS Saving Throw rerolls.
Doing the Steel Mind ritual now gives you 2 Forbidden Knowledge WIS Saving Throw rerolls.
Upon reaching 0 HP, you automatically gain the Stable condition.

Path of Opposition; Enemy of The Truth

Having so thoroughly dedicated yourself to battling The Truth, you will turn the knowledge it has given you against it.

After succeeding a Forbidden Knowledge Saving Throw, you may replenish one Pact Magic Spell Slot. This feature does not activate if you use Power of Known Knowledge or Steel Mind to negate the damage of Forbidden Knowledge. If you use Steel Mind and succeed the reroll you may activate this feature.

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