Base Class: Warlock
Your Patron is an Aberrant denizen of the Far Realm. Its nature is alien and its motives unclear, yet through greed, madness, a desire for power or just an extremely vivid imagination your dreams have inexorably linked you to this being.
Whether this powerful entity is aware of this link is unclear and its magic is malignant and chaotic but with every dream that comes to your restless mind there is also an unmistakable feeling that you are being watched; and appraised.
Expanded Spell List
Your connection to the denizen of the far realm lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Aberration Expanded Spells
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Spell Level |
Spells |
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1st |
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2nd |
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3rd |
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4th |
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5th |
Dreamseer
Starting at 1st level, your connection to your patron imbues your eyes with a fragment of it's power. You gain blindsight to a range of 20ft.
The magic imbued also alters the appearance of your eyes to match that of your patron
Aberrant Dreaming
At 1st level your connection to your patron begins to cause the madness and magic of your dreams to affect reality. Whenever you sleep as part of a long or short rest you may choose to try and tap into the power held in your dreams. If you do roll a D10 and consult the table below.
Aberrant Dreams
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d10 |
Effect |
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1 |
You dream of conspiracy and betrayal, murdered by your best friend or forced to confront your every failure. The ordeal leaves you physically drained, when you wake up you gain a level of exhaustion. |
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2 |
Your dreams are filled with triumph and victory, conquering a long hated foe or overcoming a phobia that has plagued you since childhood. This incredible good fortune follows you into consciousness. You make all ranged and melee spell attacks with advantage. This boon lasts until you take damage or you take a short or long rest. |
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3 |
Your dream is awash with confusion and misdirection, a thick fog of loss and delirium. You awake with a feeling similar to amnesia. You are unable to use or benefit from any of the abilities granted to you by your Eldritch Invocations for 1d8 hours. This die changes to a d4 if taken on a short rest. |
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4 |
You dream of wealth and riches, untold treasures and an endless sea of gold. You awake to find your pockets full of gold, the amount of gold manifested equals a number of d6's equal to your Warlock level x 10, the die changes to a d4 if taken on a short rest. |
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5 |
Your dreams are restful and filled with pleasant memories. You awake with a feeling of serenity shared among your companions. You and any allies who were within 30 feet of you while you slept make all wisdom saving throws with advantage for a number of hours equal to half your Warlock level rounded up or until your next long rest. |
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6 |
You dream of many eyes upon your foe, leering in anticipation as your companions wait to ambush your hated enemy. Your supernatural sight infects your allies. When you awake any allies who were within 30 feet of you while you slept gain darkvision out to a range of 60 feet. those who already posses darkvision have their range increased to 60 feet but are otherwise unaffected. This effect lasts until your next long rest. |
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7 |
You are overcome by a nightmare, thousands of floating eyes and a gaping maw of infinite darkness chasing you through the void.When you awake you must make all Wisdom saving throws with disadvantage for a number of hours equal to half your Warlock level rounded up or until your next long rest. |
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8 |
You dream of horror and misery, scenes doomed to destroy your sanity and warp your mind, your only recourse is to claw out your own eyes to avoid the scenes before you. When you awake you are blinded for a number of hours equal to half you Warlock level rounded up. |
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9 |
You dream of companionship and camaraderie, toasting to a great victory with your friends, confessing to your true love or reuniting with a lost family member. This feeling of joy is shared with your companions. You and any individuals who were within 60 feet of you while you slept have their maximum health points increased by an amount equal to double your warlock level. This increase lasts until your next long rest. |
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10 |
An endless expanse stretches before you. The Far Realm. The Skein of time itself unravels around you, granting understanding and control. You gain 3 Luck points as per the Lucky feat. These points last until they are used, you cannot benefit from this dream again while you still have points remaining. |
Boon of Many Eyes
At 6th level, your understanding of your patron grows and in turn the power you draw from your connection grows. As you draw more power from this being your patrons true nature begins to impress itself upon your chosen boon warping it to better suit it's twisted tastes.
Your boon is forever altered by your patron, taking on a new form and granting new abilities.
Aberrant's Bite
Prerequisite: Pact of the Blade feature
Your pact weapon becomes covered in unusual flesh and teeth. When hitting a creature the conjured weapon tears valuable information from the creatures being.
On a hit from a melee attack with your pact weapon the creature must make a charisma saving throw against your spell save DC, on a failure you tear two pieces of information from the creature: creature type, armor class, senses, max hit points, ability modifier, saving throw proficiency's, damage vulnerabilities, damage resistances, damage immunity's or condition immunity's.
Directors Spawn
Prerequisite: Pact of the Chain feature
Your familiar becomes infected by the malignant dreams of your patron, warping it into a new and somewhat irritating shape.
When you cast the find familiar spell as part of this feature you may have your familiar take the form of a Gazer. The DC for the eye rays of your Gazer become equal to your spell save DC. Your connection becomes further empowered, while in this form you can communicate telepathically with your familiar and perceive through your familiar’s senses as long as you are on the same plane of existence.
Observers Whispers
Prerequisite: Pact of the Tome feature
Your Book of Shadows becomes covered in small eyes similar to your own and mouths that jabber incessantly . The book begins to whisper to you while you sleep, filling your dreams with glimpses of the future.
When you finish a long rest with your tome in your arms, roll a d20 and record the number rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with this whispered roll. You must choose to do so before the roll.
When you finish a long rest, you lose the whispered roll if it us unused.
The Eye of the Beholder
At 10th level the true nature of your patron makes itself known as you grow a large third eye in the center of your forehead which remains closed.
As an action on your turn you may open your third eye to create an area of antimagic, as in the antimagic field spell in a 50-foot cone. At the start of each of your turns you decide which way the cone faces and whether the cone is active. While keeping the eye open you are unable to cast any spells or cantrips of your own.
The eye remains open for 1 minute unless closed with a bonus action on your turn or until you lose concentration, as if concentrating on a spell. After the eye closes you suffer one level of exhaustion. You regain the ability to open your third eye after a long rest.
Strength of the Far Realm
At 14th level your newfound understanding of your monstrous patron empowers your physical being. You gain an innate flying (hover) speed of 20 feet, you can also no longer be knocked prone while you are conscious.
Your new strength grants a modicum of control over your third eye allowing you to cast spells whilst concentrating on keeping the eye open so long as they are cantrips.
Previous Versions
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3/16/2019 1:35:54 PM
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3/30/2019 9:51:02 PM
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4/16/2019 2:00:05 PM
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5/22/2019 11:00:50 AM
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8/4/2019 9:26:25 PM
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11/27/2019 4:02:29 PM
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3/11/2020 8:25:58 PM
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