Warlock
Base Class: Warlock

Your patron is an entity whose name is forgotten to the world. A cold, calculating being from the Far Realm, the space beyond reality. Its only desire is to breach the cosmic barrier keeping it from leaving the Far Realm. The only connection it has with this world is through extremely rare stones known as Frenzy Crystals. Slender, violet, diamond-shaped crystals whose very presence serve as conduits for its malice, and can drive anything with awareness utterly mad. If you are aware of the Frenzy, it is aware of you. It is entirely indifferent to most, but you have either earned its favor or you have devised some means of harnessing the conduits, allowing you to draw your magic from them.

The only name used to refer to this entity was given to it by other masters of the Frenzy, , inspiration drawn from the intentions gleaned from the entity. He Who Devours Planes.

Expanded Spell List

The Frenzy 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.

Frenzy Expanded Spells

 

SPELL LEVEL SPELLS
1st bane, ray of sickness
2nd phantasmal force, Tasha's mind whip
3rd bestow curse, fast friends
4th dominate beast, phantasmal killer
5th contagion, dominate person

Touch of the Frenzy

1st-level Frenzy feature

Your patron gifts you a long, diamond-shaped, violet crystal that grants you some control over the Frenzy. The crystal is a Tiny object, and you can use it as a spellcasting focus for your warlock spells.

You have a pool of d6s that you can spend to draw power from the crystal. The number of dice in the pool is equal to 1 + your warlock level. While you are touching the crystal, you can use it in the following ways:

Frenzied Visage. As a bonus action, you can spend dice from your pool to heal yourself as you beckon forth the Frenzy's power from within the crystal, which turns the slender bottom point towards your body and pierces your flesh, becoming irremovable until you end the ability as a bonus action, are rendered unconscious, or after 24 hours have passed. You roll the dice you expend, taking the total from the rolled dice and healing for that amount. The maximum number of dice you can spend at once equals half of your Warlock level (minimum of one die). While the crystal is embedded in your flesh you contract and exhibit symptoms of the Frenzy, black smog pours from your mouth with every breath, your eyes glow a sinister violet purple, and black blood runs through your veins visible beneath your skin. However, these symptoms benefit rather than hinder you. For one minute after the effect takes hold you may roll a 1d4 and add it to any attack roll or saving throw you make. You also have advantage on Charisma (Intimidation) checks until the effect ends. Removing the crystal heals the wound completely except for a small X-shaped scar.

Frenzied Grip. As a bonus action when you hit a creature within 60 ft. with an attack roll, you can mark that creature, sending forth the Frenzy from the crystal to take hold of that creature as they begin to exhibit the symptoms of the frenzy. You spend dice from your pool to deal additional necrotic damage to the target equal to the total rolled. This affliction lasts until you are rendered unconscious, until you release the grip as a bonus action, or after 24 hours have passed. The maximum number of dice you can spend at once equals half of your Warlock level (minimum of one die). Afflicted creatures must also make a Constitution saving throw equal to your spell save DC. If the creature fails, they must roll a 1d4 and subtract the number rolled from any attack roll or saving throw made until the grip releases them. If you reach the maximum number of afflicted creatures, the earliest creature you chose is released from the grip. The number of creatures you can affect in this way increases to 2 at 6th level and to 3 at 14th level.

Your pool regains all expended dice when you finish a long rest.

Shield of Warped Fabric

At 6th level, you learn to magically warp the fabric of space around yourself slightly, and you can use it to defend against spell attacks and magic effects. When a creature makes a spell attack roll against you or subjects you to a saving throw against a spell effect, you can use your reaction to impose disadvantage on the spell attack roll or grant yourself advantage on the saving throw. You also gain resistance to psychic damage and immunity to disease other than the Frenzy.

Once you have used this feature a number of times equal to your proficiency bonus, you cannot use it again until you finish a short or long rest.

Starting at 10th level, you begin to exhibit abilities like those of previous masters of the Frenzy. As an action, you can expend a spell slot to create a frenzied link to the psyche of a creature you can see within 100 feet. Until the frenzied link is broken, you can perceive everything the target senses. You can terminate the link at any time (no action required). A creature you are linked to can use an action on its turn to attempt to break the frenzied link, doing so with a successful Charisma saving throw against your Spell save DC. On a successful save, the target takes 3d6 psychic damage and the link is broken. The frenzied link also ends if you and the target are more than 5 miles apart, with no consequences to the target. You can form frenzied links with up to three creatures at a time.

As an action on subsequent turns, you can target a creature within range that you have a frenzied link with and sever the link, dealing 3d6 psychic damage to the creature and causing them to have disadvantage on all ability checks, attack rolls, and saving throws until the end of the creature's next turn.

Create Frenzied Thrall

At 14th level, you gain the ability to infect a creature's mind with the alien disease you carry. You can use your action to touch an incapacitated creature. That creature then exhibits Frenzy symptoms and is charmed by you until a remove curse spell is cast on it, the charmed condition is removed from it, or you use this feature again. If the creature is of CR 6 or above, the charm lasts for 24 hours before the creature is too much for you to safely handle.

You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence.

Previous Versions

Name Date Modified Views Adds Version Actions
12/12/2021 8:31:14 AM
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