Warlock
Base Class: Warlock

“Your greatest awakening comes, when you are aware about your infinite nature.” 

― Amit Ray, Insights and Inspirations

All sentient beings are intrinsically connected by something older than creation itself. Fiends and celestials, gods and mortals, even creatures from the far realms are subject to its omnipresent touch. You've acquired the knowledge to understand this truth, and in return a fragment of its infinite consciousness has taken note of you.
Some warlocks, driven in their search for knowledge and power, will often forge bonds with immortal fiends, celestials, or forgotten powers. You, however, find yourself in the presence of something that defies categorization. A presence, ancient at the time of creation. The power of thought, the concept of cognition, the awakening of sentience. You are not sure what, if anything, it desires from you, but the mere touch of its awareness is sufficient to permanently alter the very nature of your being in a primal way. 
Your mind becomes ablaze, but this inferno only serves to burn away that which impedes your greater understanding, and as your mind grows beyond its mortal confines, you begin to evolve into something exceptional.
You manifest your gifts in six primary ways: Clairsentience (Seers), Metacreativity (Shapers), Psychokinesis (Kineticists), Psychometabolism (Egoists), Psychoportation (Nomads), and Telepathy (Telepaths). 
 •   
The Seer manifests precognitive powers to aid their comrades in combat, as well as permit them to gather information.
 •   The Shaper draws ectoplasm from the Astral Plane, creating items, armor, or weapons.
 •   The Kineticist manipulates and transforms matter and energy. Kineticists can attack with devastating blasts of energy.
 •   The Egoist can alter their, or an ally's, psychobiology. They can also heal and transform themselves into exceptional warriors.
 •  The Nomad can wield powers that propel or displace objects in space or time.
 •  The Telepath manifests abilities that allow mental control of other sentient creatures. A telepath can deceive or destroy the minds.

**The Psilock is an Intelligence based Warlock subclass.

Expanded Spell List

You are granted an expanded list of warlock spells, the following spells are added to the warlock spell list for you.
Additionally, the Psilock uses Intelligence, instead of Charisma, as their spellcasting ability.

Psilock Expanded Spells

Enlightened Mind

As cognitive boundaries continue to wane, you discover that everyone and everything is interconnected. You can extend your awareness through these connections to "speak" into the minds of other beings.

  • As an action, create a telepathic link to communicate simple ideas, emotions, and images with one visible creature, within 30 feet. You can maintain this link, as long as the target remains within 30 feet, even if it is no longer visible. 
  • This telepathic link does not grant you the ability to read minds, and is limited to one way communication. The link can be severed by you, or the target, at any time.

Precognitive Defence

The uncanny awareness of your enlightened mind begins to border on precognition. Your subconscious perceives details beyond the grasp of the conscious mind, intuitively warning you of incoming threats. This ability only works if you are unencumbered and unarmored, allowing your body to reflexively react to incoming threats. As you become increasingly attuned to your precognitive gifts, the degree of protection gained from them increases as well. 
Precognitive Defense adds your proficiency modifier to your unarmored AC.
     •   
Unarmored AC = 10 + Dexterity modifier + Proficiency modifier.

Genesis of the Psilock

You manifest one Genesis expression at 6th and again at 10th level.

Genesis of the Egoist

Solace and Strife: You can cast cure wounds on yourself as an action, a number of times equal to half your proficiency modifier, per long rest (round up). Additionally, you gain the Extra Attack feature at 6th level, and again at 14th level.

Genesis of the Kineticist

Quickness of Mind: You can cast expeditious retreat as a bonus action, a number of times equal to your proficiency modifier, and regain all uses after a long rest.

Genesis of the Nomad

Nomadic Mobility: Your walking speed increases by 10 feet and you are constantly under the effects of the Jump spell. Additionally, you can cast spider climb as a bonus action once per long rest.

Genesis of the Seer

Sway Fate: You can occasionally see into the near future. As a bonus action you can grant yourself advantage (or impose disadvantage to a visible target within 30 feet), on one attack roll. You may use this after you roll, but before the DM tells you the results. This ability can be used a number of times equal to half your Proficiency modifier (round up), per long rest.

Genesis of the Shaper

Arsenal: You gain proficiency with martial weapons, medium armor and shields, you also gain proficiency with one Skill or Tool of your choice.

Genesis of the Telepath

The Mind's Eye: You create a floating, ethereal embodiment of your mind's eye, and as an action, you can choose to see the world through it. While seeing through the eye, your own senses are not affected, and you can command the Eye to travel up to 150 feet away from your position. While the Eye is within 20 feet of you, you gain advantage on perception checks.

• Evolved Mind: As a Telepath, your command over the Enlightened Mind ability continues to evolve.
Your ability to create and maintain a telepathic link extends to 60 feet at 6th level, 90 feet at 10th level. At 14th level you can link with up to 2 targets simultaneously. Once established, this link can be maintain indefinitely, as long as the targets remain within the same plane of existence.

Expressions of the Adept Psilock

At 10th level you manifest one Adept Expression.

Adept Egoist

Fluid Physiology: You may cast the Polymorph spell as a bonus action, without requiring spell components or expending a spell slot, once per long rest. After 14th level, you can cast Polymorph twice per long rest.

Adept Kineticist

Staggering Force: You can add an enormous amount of force behind a spell, you can add a number of d4s equal to your level + (your Intelligence modifier ), to the damage of a spell. This damage is force damage and after using this ability you are unable to cast any spell other than a cantrip until the end of your next turn. You may use this ability once per long rest, after 14th level you can use this ability twice per long rest.

Adept Nomad

Kinetic Catapult: As an action, choose a target within 60 feet, and launch it up to 100 feet in any direction. The target can attempt a Strength saving throw to resist. Conversely, you can target an object or item (maximum of 500 pounds), and hurl it at a target, dealing 1d6 points of bludgeoning damage for every 10 feet thrown (maximum of 10d6). You can use this ability once per long rest. After 14th level you can use this ability twice per long rest.

Adept Seer

Revise Fate: By warning your allies of imminent danger, you can use your reaction to impose disadvantage on any attack made against an ally within 30 feet.

Adept Shaper

The Builder: You can cast Fabricate as an action, once per long rest (twice after 14th level). If you choose to cast it for 1 minute you can affect 5 times as much material and have 5 times as much space.

Adept Telepath

Possession: Once per long rest you can transform yourself into psychic energy. Choose a creature within 30 feet, and you attempt to overcome their mind and take control of their body. The target can attempt a Charisma save, rejecting your assault on a success. If they fail, you take over their body for a number of rounds equal to your proficiency modifier, gaining all of their physical abilities and attacks, though you do not gain any spells or spell like abilities. The creature can be of a CR or level equal one half your level. After 14th level, you can use this ability once per short rest.

Expressions of the Awakened Psilock

At 14th level you manifest one Awakened Expression.

Awakened Egoist

Binary Mind: You gain advantage on Constitution saves and can maintain concentration on 2 effects at once.

Awakened Kineticist

Gifted Kinetic: As an action you envelop yourself, or an ally within 30 feet, in an impenetrable kinetic field. This field grants you immunity to fire, cold, and lightning damage, and you can maintain this immunity for a number of rounds equal to your Intelligence modifier, per long rest. Additionally, you can Dash as a bonus action, at will.

Awakened Nomad

Temporal Displacement: Choose a creature within 90 feet, it must make an Intelligence saving throw or be flung forward in time. If the target succeeds its initial save it is merely pushed six seconds into the future (1 round), appearing in the same spot it disappeared from, the following round. 
If the target fails the initial save, they are flung one minute (10 rounds), into the future, reappearing in the same spot they left from. Failing the initial saving throw requires the target to continue to make up to 6 additional saving throws. Every failed save increases the degree of displacement, a successful save halts any further temporal displacement and the target is no longer required to make any more saves. This ability can be used once per long rest.
     •   Initial failure + 1 additional failure = Displaces target 1 Hour into the future.
     •   Initial failure + 2 additional failure = Displaces target 1 Day into the future.
     •   Initial failure + 3 additional failure = Displaces target 1 Week into the future.
     •   Initial failure + 4 additional failure = Displaces target 1 Month into the future.
     •   Initial failure + 5 additional failure = Displaces target 1 Year into the future.
     •   Initial failure + 6 additional failure = Displaces target 2d10 years.

Awakened Seer

Control Fate: When you roll a Natural 1, you can seize control of fate and turn it into a Natural 20. You can use this ability a number of times equal to half your Proficiency modifier (round up), per long rest.

Awakened Shaper

Wondrous Creation: You construct a shifting magical creation. This item mimics an uncommon wondrous item of your choice, you can spend an action to change its properties into a different uncommon wondrous item. The item can shift a total of 2 times, after which point It becomes unable to change again until you've finished a long rest.
You cannot create expendable items.

Awakened Telepath

Devastating Charm: Your Charisma score increases by 2, as does your maximum for that ability score. Any time a creature saves versus a charm effect from you, or can be alerted that it was charmed by you in any way, they have disadvantage on that saving throw. Creatures normally immune to charm effects, are no longer immune to your charm effects, but can attempt to Wisdom saving throw with advantage.

extra attack

At 14th level, Psilocks who choose to manifest Genesis of the Egoist's Solace and Strife, gain the ability to make a 3rd attack when taking the attack action.

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The Psilock Image

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