Warlock
Base Class: Warlock

Yog Sothoth, the most expansive occupant of the far realm, and the first to emerge from its shores after the sleeping Azathoth first began to dream. It exists everywhere, seeing everything, recording within itself all knowledge. Yog-Sothoth is the witness to a context prior to any beginnings and after all endings, and now you are witness to Yog-Sothoth's treasury of knowledge. There is no use in attempting to make sense of your patron. In the past it was believed to be a place, called the akashic record or the library of babel. Then, some referred to it as an item, such as the all-seeing eye. In the future, it may well go by another name still, as no name can truly encapsulate its vastness. For now, all that matters is that you have become connected to the old observer and are now held on a thread over a great well of madness. Yog-Sothoth is an unknown deity who is not worshipped anymore, except by small cults of madmen and creatures from the far realm who whisper its name in a fervor. If it has any motives, they are unknown and inscrutable. Due to the contaminating influence of its knowledge, you will be subject to constant visions from outside your own body and time. Take care not to fall too deeply into the visions and memories you experience in its embrace, for they are not your own. 

 

Connection with the outer god has granted you the additional spell options:
Level 1- Command 
Level 5- Contact Other Plane 
Level 6- Planar Ally 
Level 8- Antimagic Field 
Level 7- Divine Word
Level 9- Foresight

Like a Far-off Memory

At level 1, you begin having visions and memories when you go to sleep.
The ability can be triggered once per long rest, during a deep sleep or when being knocked unconscious. 

Roll 1d6 to determine the type of vision according to the vision table.
The player will receive 1d6 psychic damage from the visions they are subjected to after the vision is experienced.

Vision Table:
1: Heroic Fate- You witness the memory of an ancient hero, saint, or other good-aligned creature. 
2: Fiendish Fate- You witness the memory of an ancient evil, its victim, or a random evil-aligned creature
3: Indeterminate Fate- You witness a glimpse of the currently most likely future events
4: Incomprehensible Fate- You are subject to occult truths from the far realm
5: Traveler's Fate- You wander into the dreams of another unconscious entity 
6: Master's Fate- You witness the memories of a master performing their craft

 Visions may be as complex or simple as the DM desires, ranging from a short conversation to an entire memory dungeon. 

"Due to the connection formed with Yog-Sothoth, your memories are connected to the well of information it represents. You will receive brief glimpses of the past, present, and future from other people's minds and perspectives, and will be able to learn hidden truths about the world you live in. You are not able to control which visions you receive, or their relevance to your journey, though it is likely that visions will coincide with people you know, or people who are present in the past or future of places you are currently staying in, or have been to before, as being present in such spaces encourages the recollection of similar memories."

My Own Face

At level 6, your mind has grown strong from preserving an individual identity in the sea of memories. You no longer receive 1d6 psychic damage from visions, and instead gain a 1d10 temporary hp per every 4 levels in warlock from your psychic shield. When defending against the Charmed status, Possessed status, or abilities which require susceptibility to either status condition, you may add your wisdom modifier if performing a charisma check, or add your charisma modifier if performing a wisdom check.

The Smiling Abyss

At level 10, you have come to clearly understand what divides the self from others. As you stare into the abyss, you begin to have a greater understanding of everything, and with the receding of the unknown comes the end of mortal fears. You no longer experience fear, despair, or intimidation related status conditions. The player's face is frozen in a calm and understanding smile regardless of the situation or their true emotions, a testament to their ascension into the outer god's representative. Enemies that attempt to inflict fear, possess, or intimidate the player must perform a charisma saving throw against the player's warlock spell DC, suffering the full effect of their own ability upon failure.

The World In My Eyes

At level 14, the player has completely silenced and erased all intruding and unintentional thoughts in their waking mind. In the empty space left over, they can create a small plane of their own, where they can store items and produce simple constructs and environments based on items and places they have seen before. By invoking the arcane knowledge from their patron, they can even manifest these mental constructs to warp reality. Once per long rest, you can force your mental domain onto reality, casting Mirage Arcane with the following modifications:

Imaginary constructs are considered real.
Imaginary constructs removed from the mental plane will disappear if they are replicas of a unique item or material.
GP equivalent to twice the value of the conjured item must be expended to remove an imaginary construct from the mental plane.
Items cannot be removed from the mental plane except by the caster. 

Previous Versions

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Hand Of Yog-Sothoth Image

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