Warlock
Base Class: Warlock

The dreams of certain Aberrations can warp reality. These powerful beings, slumbering in hateful tranquility, unravel the fabric of the material world in their sleep. These dreams poison the material world with shards of the supernatural.

Sometimes such dreams manifest in the form of monstrous creatures, and sometimes, they manifest within an individual. You are one such individual, granted aberrant power by a twist of reality wrought on the world by a sleeping aberration.

Often, warlocks of this type are unknown to their tyrannical creators. Some seek out their originator seeking favour and greater power, while others use their magic to destroy the evil that birthed it. Either way, yours is a strength of nightmares; a magic birthed from the dreams of aberrations.

Level 3: Aberration Ray

When you hit a creature with your Eldritch Blast, you can choose to infuse the beam with hateful, aberrant power, before you roll damage. If you do, the Eldritch Blast gains one additional effect, depending on the result on the d10 damage roll, as shown in the Aberration Ray table.

You can use this feature a number of times equal to your Charisma modifier, regaining all expended uses upon finishing a Short Rest.

Aberration Ray Table

D10

Additional Effect

1

Target takes an additional 1d10 necrotic damage

2

Target makes a Dexterity saving throw. Failure: 9 (2d8) force damage.

3

Target makes a Constitution saving throw. Failure: Target is Restrained until the start of your next turn

4

Target’s speed is halved until the end of your next turn.

5

Target makes a Strength saving throw. Failure: You move the target up to 20 feet in any direction.

6

Target makes a Constitution saving throw. Failure: Target is Poisoned and cannot regain Hit Points until the end of your next turn.

7

Target makes a Charisma saving throw. Failure: Target is teleported up to 30 feet to an unoccupied space of your choice within 5 feet of another creature.

8

Target makes a Wisdom saving throw. Failure: Target is Charmed for 1 hour or until it takes damage.

9

Target has disadvantage on Strength and Dexterity saving throws until the start of its next turn.

10

Target is Frightened until the end of its next turn. 

 

Level 3: Beholding Eyes

The source of your power is an ever-watchful, distrustful aberration. You have a bonus to your Perception checks equal to your Charisma modifier. Additionally, you have 60 feet of Darkvision. If you already have Darkvision, its range increases by 60 feet.

Level 3: Eye Tyrant Spells

The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Eye Tyrant Spells table, you thereafter always have the listed spells prepared.

Eye Tyrant Spells
Warlock Level Spells
3 Eldritch Blast, Bane, Guiding Bolt, Hold Person, Levitate
5 Dispel Magic, Hypnotic Pattern
7 Arcane Eye, Evard's Black Tentacles
9 Hold Monster, Scrying

 

Level 6: Gravity Warp

The aberrative magic that birthed your power has begun to alter the capabilities of your physical form. You have a 20-foot flying speed, and you can hover.

Level 10: Antimagic Beam

The gift that granted you magic also offers the power to take it away from others. You can use a Bonus Action to cast Dispel Magic at 5th level, without a spell slot or components, a number of times equal to your Charisma modifier, regaining all expended uses when you finish a Long Rest. When you cast Dispel Magic and successfully end a spell, you regain one expended use of your Aberration Ray feature.

Level 14: Minor Reality Warp

The twist of reality that birthed your power now allows you to alter reality around yourself, too. When you or a creature within 30 feet score a 1 on a d20 test, you can use your Reaction to change the result on that d20 to a 20 instead.

The Eye Tyrant Image

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