Base Class: Warlock
While many warlocks make pacts with fiends or fey, you have made a pact with a more transcendental being. Most Enlightened started their life as a mortal, but at some point achieved a mental perfection and either shed their living shell to become a being of pure energy or remain barely tethered to it, existing beyond it.
Many such beings are unconcerned with the affairs of the mortal world, having left such matters behind when they ascended in knowledge and understanding. These passive yet powerful beings rarely communicate with the realms they left behind but occasionally allow mortals to borrow power, though the reasons why are debated or unknowable. Other such beings however feel compassion and sympathy for those they left behind and turn their ageless gaze back to the world, hopeful that their influence will allow others achieve the same awakenedness they themselves experience.
Whether involved, aloof or something in-between, such beings occasionally find themselves in need of an apprentice, successor or representative and your pact now marks you as such. Patrons of this type include Zerhimon, the father of the Githzerai, Menyar-Ag-Gith, The Great Githzerai, Lady Alathene Moonstar, arcane devotee of Selune, Lady Sahareal, prophetess and once lover of Elminster, Renwick Cardoon, arcane devotee of Tyr, The Srinshee the baelnorn, and Aeren the First Undying.
Expanded Spell List
The following spells are added to the warlock spell list for you.
The Enlightened Expanded Spells
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Opened Mind
Starting at 1st level, your mind has been touched by your Patron, awakening it to its psionic potential. You learn the Mage Hand and Message cantrips, which count as warlock cantrips for you, but they do not count against your number of cantrips known. Your mage hand is invisible and your messages are thoughts, not whispers.
Echoed Step
Starting at 6th level, you can teleport away in response to harm, leaving behind an illusory double in your place. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. At the same time that you become invisible, an illusory double of you appears where you were standing. The double lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The invisibility ends if you attack or cast a spell. As a bonus action on your turn, you can to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose but it must remain within 120 feet of you.
Once you use this feature, you can't use it again until you finish a short or long rest.
Awakened Eye
Starting at 10th level, your thoughts can’t be read by telepathy or other means unless you allow it. In addition, you can call on the power of your patron to temporarily open your third eye, expanding your perception abilities.
As an action, choose one of the following benefits, which lasts until you are incapacitated or die. You can't use the feature again until you finish a you take a short or long rest.
Mind's Sight. You can see normally in darkness, to a distance of 60 feet and see invisible creatures and objects within 10 feet of you that are within line of sight.
Mind's Insight. You have advantage on Wisdom (Insight) and Wisdom (Perception) checks.
Mind's Farsight. You can't be surprised and can use your reaction to give yourself advantage on the next attack roll or saving throw you make, or to impose disadvantage on the next attack roll against you.
When the Third Eye is active, a glowing outline of an eye appears on your forehead.
Swordlight Conduit
Starting at 14th level, you can call out mentally to your patron and become a brimming conduit for their psychic power.
As an action, you choose a creature that you can see within 60 feet of you and send a wave of psych energy exploding towards it and into its mind. The target must succeed on a Wisdom saving throw against your warlock spell save DC or take 10d10 psychic damage and be stunned until the end of your next turn. On a successful save creature is only frightened until the end of your next turn as its mind reels from the intensity of the event.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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