Base Class: Warlock
Far too much is unknown of higher beings- celestials and fiends alike, deities of any variety. It is hard to explain what they are or were, where or what they originated from, and by what means have they come or continued to exist. But for all that is unknown of the great entities that have decided to show themselves before the world, it can only be assumed that there are many hidden beings that have yet to reveal themselves. Perhaps they wait eagerly for the right moment to do so, observing the competition that dominate the planes currently. Or perhaps they have no interest other than to spectate upon the curiosities of the world. But it could also be the case that perhaps these great ones have not yet arrived upon our world, looming from the Far Realms and growing ever closer.
You are an emissary of such an entity from beyond the cosmos- a servant it has bestowed and employed power within by which to herald their coming into your world. Your pact is served in order to welcome it into your world with hospitality and guidance, readying a home for it in this new world as it encroaches ever more closely. In exchange, you will become an heir and witness to its greatness, the first to gain its favor and wonders from the Far Realms. But this is not just for the good of it or yourself, but perhaps even your world as you know it, so that they may know of your great one's coming and prepare for its arrival themselves. If not you, it shall call upon anybody and everybody else to aid it in its arrival, so why not rise to the occasion and be the one to bring peace and prosperity between the worlds colliding before you?
Expanded Spell List
The Beyond 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.
Fiend Expanded Spells
| Spell Level | Spells |
|---|---|
|
1st |
dissonant whispers, guiding bolt |
|
2nd |
|
|
3rd |
|
|
4th |
dimension door, summon aberration (Star Spawn only) |
|
5th |
Aberrant Gates
Starting at 1st level, you possess the ability to summon extraplanar pockets that can store various contents upon your persons. As a bonus action, you open an extraplanar rift that appears upon your body and stow an item in hand or retrieve an item that is currently stored. You decide where the rift appears upon your body.
You can hold as many items within these rifts in this fashion as equal to your proficiency bonus (minimum of 2). Attempting to stow more items than what you can hold causes one item to be released from the rifts and drop at your feet at random. A tiny object counts as a single object, a small object counts as two, and a medium object counts as four.
There's a chance that an attack aimed at you might vanish and dissolve into one of the aberrant rifts instead. The critical failure range of attack rolls made against you is increased equal to the amount of empty and unused rifts you possess.
Collapse Distance
Starting at 6th level, you can teleport yourself with a burst of cosmic power, warping space and causing an implosion of psychic energy in the rift left in space. As an action, you can teleport to an unoccupied space that you can see in 60 feet of you. Immediately after, a warping implosion sounds off with an erupting boom, and every creature within 10 feet of the space you left must make a CON saving throw, taking 3d10 psychic damage on a failed save, or half as much on a successful save. The implosion can be heard from up to 300 feet away.
You can bring along objects as long as their weight doesn't exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Psychic Mirror
Starting at 10th level, you not only negate psychic forces but deflect them to nearby targets. Whenever you take psychic damage, you instead take none and can choose a creature within 10ft of you to take that damage instead.
In addition, your thoughts and location can't be discerned by magic, and the psychic damage from your Collapse Distance feature increases to 5d10.
Gate to the Cosmos
Starting at 14th level, you have become a conduit through which the great beings of the Far Realm can draw entities into with vicious force and bombard with the horrors of beyond. As an action, you can use this feature to summon a miniature wormhole centered on you. Unsecured creatures within 30 feet of you must make a STR saving throw or take 5d10 force damage and be pulled to an unoccupied space as close to the center as possible, and unsecured objects are automatically pulled towards the wormhole. On a successful save, a creature takes half of the damage and is not pulled towards the wormhole.
Regardless of whether a creature was pulled towards the wormhole or not, any creature or object that is within 5 feet of you after having pulled targets inwards is then transported through the rift and into the farthest realms of the planes. When they do, the targets disappear and hurtle through the cosmos. At the end of your next turn, if the targets are not aberrations, they take 5d10 psychic damage and reel from the horrific experience. If they are reduced to 0 hit points while they are within this void, they are permanently consumed by it and are lost to the cosmos. Otherwise, a target returns to an unoccupied space within 5 feet of you which you choose for them.
Once you use this feature, you can’t use it again until you finish a long rest.
In addition, the psychic damage from your Collapse Distance feature increases to 7d10.
Comments