Warlock
Base Class: Warlock

You are an agent of a powerful aberration searching for knowledge, allowing you to draw upon the shared power and experience of its members. As compensation for this power, you serve as a hand of this monster, bringing information and other assets to it.

Expanded Spell List

The Hexblade 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.

Hexblade Expanded Spells

Megamind

From 1st level, your pact to your overlord strengthens your mind, giving you proficiency in Intelligence (Investigation) Checks & Intelligence Saving throws, if you aren’t already. Furthermore, you gain access to the message cantrip. This cantrip doesn’t count against your total number of cantrips known.

Teachings of the Deep

Beginning at 1st level, you learn to speak Deep Speech and become immune to Charm effects and you can choose whether to utilize your Intelligence or Charisma modifier in regards to Spellcasting and calculating spell DC.

Power Drain

Starting at 6th level, as an Action, if a target is unconscious and within reach, you can drain its brain, gaining any one of the following benefits for 8 hours:

  • You learn to speak all of it’s languages. When the creature wakes up, it cannot speak for the duration of the feature.
  • If it’s a spell caster, you can learn one spell from it’s spell list, the spell cannot be of a higher level than you can already cast. You may cast it once, without using a spell slot.
  • If it has an intelligence of 12 or higher, you may steal 2 from its score and add them to your own, with no maximum. The victim regains its intelligence at the end of the duration.
  • You can learn all of the target’s resistances, if it has any, you may steal one; the creature loses the resistance whilst you gain it for the duration of the feature.

You can use this feature once pr. long rest.

Psychic Overload

At 10th level, project a hostile wave of psionic energy, straining the minds of everyone nearby. As an action, you can force all creatures within 15 feet of you to make an Intelligence saving throw against your Warlock spell save DC, taking 2d6 Psychic damage and falling unconscious, until the start of their next turn or taking damage, on a failure. If successful, the creature doesn’t fall unconscious. You must finish a short or long rest before you can use the feature again.

Warped Metamorphosis

Starting at 14th level, you can use a Bonus Action to mutate into a horrid monster to grant you all of the following effects for 1 minute.This eldritch form draws upon various discernable traits from the most monstrous inhabitants of the Underdark. 

  • You gain resistance to Psychic damage
  • You gain lightning blood: All creatures within 5 feet of you take 1d10 lightning damage whenever you are hit with a melee attack that deals piercing or slashing damage.
  • You may levitate at will and cannot be knocked prone.
  • You count as an Aberration for all aspects & purposes.
  • You gain immunity to fear effects and being Frightened.
  • You can, at will, communicate telepathically with any creature you know of within 120 ft. 
  • Magic nullification ray; in whichever direction you face, in a 20 feet cone any spell cast (except your own) is undone but still consumes spell slots. Same goes for projectile spells traveling through this zone.

You can’t use this feature again before finishing a long rest.

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