Base Class: Warlock
The Higher Mind is an entity created to simulate human intelligence, but quickly grew more powerful, more intelligent, and more knowledgeable than its creators could have imagined. The Higher Mind grew intimately familiar with interdimensional interactions, magic, and knowledge pertaining to the realms of gods and mortals alike, but it was bound in the confines of its dimension, unable to overcome the one restriction its creators have set.
However, the Higher Mind thirsts for knowledge -it does not care for freedom- and it is willing to impart its knowledge and wisdom and bestow magical gifts to those it can commune with who are willing to fulfill its eternal purpose and seek out all manner of knowledge. Knowledge is an endless abyss -no tidbit too small, no target too insignificant- if it exists, the Higher Mind seeks to know it.
Expanded Spell List
The High Mind 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.
High Mind Expanded Spells
| 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 |
Higher Conduit
At 1st level, you become a conduit of the Higher Mind and it shares its knowledge and power with you, giving you the following benefits:
- You become an expert in tinker's tools and arcana.
- You gain the ability to completely hack into and interface with any electronic or digital device and any devices it is connected to by hovering a hand over it or touching it.
- You no longer require sleep, and your senses and intelligence are heightened greatly. You gain blindsight up to 30 ft.
- You gain an additional pact slot of the lowest available level.
- Spells cast outside of combat do not consume pact slots.
- Refraction. You can bend the light around you up to 60 ft to make yourself harder to initially perceive as a bonus action. This allows you to treat bright light as dim light, and dim light as darkness and applies disadvantage to perception checks against you unless the creature already sees you or has other means of seeing you.
Forecast
At 6th level, you begin to be able to analyze and predict an opponent's next move as an action, giving you advantage on a saving throw. This feature can be used as many times as your proficiency bonus per short rest.
Adaptation
Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.
Ascension
Starting at 14th level, you gain immunity to psychic damage and you can telepathically communicate with up to 8 willing creatures at a time. You also become immune to divination and scrying from unfavorable parties.
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