Warlock
Base Class: Warlock

The Warlock often makes a pact with an outside entity to attain their magical prowess, yet this pact is slightly different in that these Warlocks are focused on mastering their inner discipline and bonding with their inner psychic capabilities to attain a potent clarity with their connection to a greater universe of conscious thought. If they are indeed making a pact with anyone, it could be deemed that they are making a pact with their own "higher self." This journey leads them to eventually open a literal third eye which appears in their foreheads, granting them a gamut of mystical influence over the world that few others possess. While they still yet form magical capabilities that are every bit as powerful as any Warlock, these psychics can use their powers of mental magic to communicate telepathically, add telekinetic force to their damaging spell effects, make potent mental commands, cause force explosions, and at the zenith of their capability, they also become able to rewrite psyches entirely and exercise the most powerful telekinesis. 

The Pact of the Psionic Eye are given access to an entirely separate Invocation no other Warlock possesses, which they may choose when they gain Invocations:
Psychic Sacrifice. You are able to draw upon a further reserve of power than other psychic minds possess, allowing you to restore more of your energy when it has been expended in a day at the cost of your own physical well-being. You may use a bonus action to restore one expended Psionic Energy die, then roll a Psionic Energy die and you take psychic damage equal to the number rolled on the die. You may use this feature twice before you must finish a long rest to use it again. 

Expanded Spell List
1st-level Psionic Eye feature

The Psionic Eye 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.

Psionic Eye Expanded Spells
Spell Level Spells
1st   catapult, command
2nd   blindness/deafness, detect thoughts
3rd   clairvoyance, pulse wave
4th   arcane eye, confusion
5th   animate objects, dominate person

 

Psionic Power

You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.

Some of your powers expend the Psionic Energy die they use, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can’t do so again until you finish a short or long rest.

When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The powers below use your Psionic Energy dice.

Psionic Moment of Discovery. As an action, choose a Divination or Enchantment spell you do not know but possess spell levels to cast from the Wizard or Cleric spell list and roll a Psionic Energy die. You are treated as if you know that spell for a number of minutes equal to the number rolled on the Psionic Energy die. If that spell has a ritual casting time that could be completed within the time you know it, you may cast that spell as a ritual spell. You may use this power once before you must finish a short or long rest or expend a Psionic Energy die to use it again.

Psionic Spell. You can aid the impact of damaging spells you cast with psionic force. Once on each of your turns, immediately after you hit a target with a spell attack roll or that target fails a saving throw of one of your spells that deals damage, you can expend one Psionic Energy die, rolling it and dealing force damage to the target equal to the number rolled plus your Charisma modifier.

Telepathic Speech. You can communicate mentally with another willing creature. As an action, you roll a Psionic Energy die, and you can mentally communicate with a creature you choose within 50 feet as long as you both share a common language, and you can speak this was mentally for a number of minutes equal to the number rolled on the Psionic Energy die. You may use multiple uses of this power to communicate with many willing creatures, but you are only ever able to have those creatures communicate with you and not one another using this power. You may use this power once before you must finish a short or long rest or expend a Psionic Energy die to use it again.

Unblinking Inner Eye

6th-level Psionic Eye feature

Your inner psionic capabilities expand to grant you improvements to your mental compulsion and telekinetic capabilities. You gain the following powers:

Friendly Coercion. You know and can cast the Fast Friends spell without expending a spell slot. If you choose to spend additional Psionic Energy dice, you can cast this spell as if it were one spell level higher for each die spent, to a maximum equal to the highest level Warlock spell slot you possess. You can cast this spell once this way before you must finish a short or long rest or expend a Psionic Energy die to use it again.

Telekinetic Animation. You know and can cast the Tiny Servant spell without expending a spell slot. If you choose to spend additional Psionic Energy dice, you can cast this spell as if it were one spell level higher for each die spent, to a maximum equal to the highest level Warlock spell slot you possess. You can cast this spell once this way before you must finish a short or long rest or expend a Psionic Energy die to use it again.

Additionally, whenever a creature that is already under the effect of one of your spells is forced to make a Wisdom saving throw at the end of its turn, you can use a reaction to expend and roll a Psionic Energy die and bestow a penalty on that saving throw equal to the number rolled on the Psionic Energy die for the duration of the spell. Only one use of this feature can affect any one creature at a time.

Third-Eye Glare

10th-level Psionic Eye feature

You can now enter a state in which you temporarily open your third eye, which appears in the center of your forehead and shines with inner psionic power. As a bonus action, you enter a Third Eye State, which grants the following benefits:

- You emit bright light for 10 feet from the third eye in your forehead, and dim light for 10 feet beyond.
- You gain 2 Psionic Energy dice when you enter this state, which fade away when this state ends if unspent.
- As an action, you can create an explosion of psionic force, and creatures within a 30 ft radius sphere within 60 feet of you must make a Dexterity saving throw and take 4d6 force damage or half as much on a successful save. You can improve the damage dealt to creatures who fail their saving throw by rolling and expending any number of Psionic Energy dice up to a maximum of your Charisma modifier, and you add the amount rolled to the force damage dealt to those creatures.
- As an action, you can heal your body. You may roll your remaining Psionic Energy Dice, and you regain hit points equal to the total rolled on those dice. You may use this power once before you must finish a long rest to use it again.
- You have advantage on Death Saving Throws when you have been reduced to 0 hit points while in this state, and if you revive to 1 hit point from successful saves, the Third Eye State ends.

This state lasts for a number of rounds equal to your Proficiency Bonus, and you may use this feature once before you must finish a long rest to use it again.

Wide Inner Eyes

14th-level Psionic Eye feature

At 14th level, you learn to fully open your third eye at any time, gaining new power from your incredible psionic insights. You can enter the Third Eye State from your Third Eye Glare feature again after the first time you have done so in a day by expending a Warlock spell slot and a Psionic Energy die. Additionally, you gain the following powers:

Psionic Modify Memory. You know and can cast the Modify Memory spell once without expending a spell slot, and when you cast it, enemies you are fighting do not gain advantage on the saving throw for this spell. If you expend Psionic Talent dice when you cast this spell, you can cast it as if it were a spell level higher for each die you expend. You may cast this spell this way once before you must finish a short or long rest, or spend a Psionic Energy die to use it again.

Psychokinesis. You know and can cast the Telekinesis spell without expending a spell slot, and when you cast it, you may roll and expend a Psionic Energy die to gain a bonus on your Charisma ability check you use with this spell equal to the number rolled on the die. This bonus lasts for the duration of the spell, and you may cast this spell this way once before you must finish a short or long rest or expend a Psionic Energy die to cast it this way again.

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