Warlock
Base Class: Warlock

Your patron is a being of great intellect and immense intellectual prowess who craves the thirst for knowledge. The being's motives could either be altruistic or abhorred. Either way, its motives are necessitated by the accumulation of secrets and study. Your pact may have brought you the much-needed insight to a field of study, or lifted you from a humble beginning to a respected scholar. To any end, your studies benefit the patron's end goals and enforce their intellect onto others.

Patrons within the Forgotten Realms may include Asmodeus, Oghma, Selûne, and creatures such as an Elder Brain, Beholder, Allip, or a Dragon.

Author's Note:

Version 1.1.01 Update
-Fixing Expanded Spell List

Version 1.1 Update
-Changed title from "The All-Knowing" to "The Omniscient".
-Changed "Surmise Inclination"  under the "Blessed are the Learned" ability to be focussed on roleplay and just on specific details. Previously this had some combat utlitiy and a more open-ended request for information from the DM, but resolving this request took too much time, especially for a bonus action.
-Changed charges of "Surmise Inclination" to remove "(rounded up)" to maintain consistency with D&D 5E standard rules.
-Improved wording of "Insights to Predictability" to promote clarity.
-Corrections to formatting and spelling.

I always thought that most 5E classes gave INT the short end of the stick. Some new classes have revealed some INT assisted alternatives, but no one had the outright abilities of INT powers besides Wizard. I wanted to give one of my favorite classes a breath of fresh air, imagining the gift of intellect instead of using the caster as a magic focus and vessel.

With this class, you'll find The All-Knowing warlock to have benefits of getting improved abilities by relying on their study into combat strategy, uncovering secrets using deduction, and relying on your patron for a wealth of knowledge when you fail to recall it on your own. Later as you rely more on your patron and grow in intellect, you will begin to influence others with your mind, resisting psychic damage, and warping the memories and mental power of other people.

Please feel free to reach out if you have any feedback for me regarding this creation! -Jonathan

Expanded Spell List

The Omniscient 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.

Omniscient Expanded Spells
Spell Level Spells

1st

identify, detect magic

2nd

detect thoughts, zone of truth

3rd

glyph of warding, protection from energy

4th

arcane eye, polymorph

5th

legend lore, modify memory

Intellect is Key

Your patron, instead of exuding magical prowess through your being and character, breathes a spark of knowledge into your mind. If chosen at first level, instances of Warlock abilities accounting for Charisma are replaced with Intelligence. This includes:

  • Your Saving Throws are now Wisdom and Intelligence, instead of Wisdom and Charisma.
  • Your Spellcasting Abilitiy, whereas Charisma is listed, is replaced by Intelligence.
  • All Invocations relying on Charisma based modifiers turn into Intelligence based modifiers.

Blessed are the Learned

Starting at 1st level, you may tap into the knowledge base of your patron to gain insight to your task at hand. You activate the ability by expending a Focus point. You have a well of Focus points determined by your INT Mod + 1/2 class level. You regain your Focus points per long rest. You may activate any one of the following abilities as a bonus action on your turn by using one Focus point:

  • Glean & Clean: You note and plot your next move against your enemy's weak points. You may also add your Intelligence modifier to your weapon attack rolls on the same turn.
  • Cogitate Meaning:  You focus on your studies and patron's bank of resources to recall useful information. Choose an intelligence skill to activate. For 10 minutes following activation, you gain proficiency in that chosen skill, or gain expertise if you are already proficient in the skill.
  • Surmise Inclination: A mere look at another creature, and their secrets become known to you. You may request one fact about a creature within 30 ft. from the DM/GM. This fact can be a character flaw, a desire, or the social standing of that creature.
  • Mind Games: Your patron bestows knowledge and insight so you gain the upper hand. Before knowing the result of a roll, you may add your Intelligence modifier to one Charisma or Wisdom check.

Insights to Predictability

Starting at 6th level, your patron allows you insight to standard tactics and preferred reactions of the dangers in the multiverse. As a reaction, you may add your INT modifier to any saving throw, or add your INT modifier to your AC for the remainder of your attacker's turn. You may activate this after seeing the roll, but before the result of the roll is known.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Overpowering Mindspace

Your time of studies and meditating on the knowledge given by your patron has not only given you expert insight on a topic, but has also made your mind a fortress.

Starting at 10th level, you may choose expertise on either Arcana, History, Nature, or Religion, and you gain resistance to all psychic damage.

Additionally, if you take any psychic damage from a creature, you may expend a Focus point to force the creature to make an intelligence saving throw against your warlock spell save DC. On a failed save, the target is stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Subtle Mind Domination

Starting at 14th level, your patron's intellect allows you to infect a creature's mind with your own. You can use your action to touch a humanoid. That creature makes a saving throw against your warlock spell save DC, or fails automatically if they are willing or if they are incapacitated. The creature is cursed with one of the following effects of your choice until a remove curse spell is cast on it, or you use this feature again.

Beguiling Truth: In a moment, you offer a statement or idea of a singular topic. The statement must be no longer than 5 sentences. The creature, when awakened, holds the statement on the forefront of their mind, and regards it as true. They will take reasonable action to act on this realized information.
Mind Tap: You may see and hear whatever the target creature sees or hears as long as you are on the same plane of existence. The target feels somewhat paranoid, as if someone is watching them from afar.
Mind Sap: The creature becomes an extra vessel of power for you as long as you remain on the same plane of existence. Your Focus point maximum increases by 5 when you use this ability. You lose this maximum increase when the curse is lifted on the target creature.

Once you use this feature, you can’t use it again until you finish a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
2/25/2020 12:03:04 PM
186
9
1.0A
Coming Soon
3/17/2020 7:49:39 PM
200
3
1.1
Coming Soon

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